Post by Saynt on May 18, 2015 3:33:03 GMT
I do not claim credit for any of the AotW thread, that honor goes to the original authors from the en-forums on Rackham's old website.
This one is from forum member Capt-Krill:
Here is the Goblins of No-Dan-Kar v3.5 Army of the Week, or AotW for short. This AotW is completely revamped, added material, minis, personal opinions on certain things and links. The major changes for this army with the 3.5 rules addition include a major boost in magic and firing, which means many more ranged troops and magic will be seen in many more Goblins lists now. In general these green midgets don’t get much credit towards them, except for the fact that the Uraken Goblins are the most favorite part of the army for the looks. This AotW WILL NOT cover the Uraken Goblins, for Ûzo has gratefully blessed us with the Uraken AotW located here.
When dealing with goblins one should never trust appearances. Their prolific race has multiplied all over Aarklash. Wherever you may go, they will already be there before you. When anger takes hold of them, they gather and swarm over their enemy.
A very long time ago the goblins were the dwarves of Tir-Nâ-Bor’s slaves. At the calling of the god Rat they fled while causing an indescribable panic. So they founded an empire in the swamps of No-Dan-Kar and then spread all over the continent.
Among the goblins there are an impressive number of inventors. Their species is divided into a multitude of tribes of which most would have a hard time naming their emperor, Izothop.
Scattered, the goblins are a nuisance. United by a common language and under the same banner, they become a scourge
General Overview:
1. Faction Abilities:
a. Reinforcement- This ability is endowed to all troops, not characters, excluding creatures. The player with Reinforcements rolls 1D6 per maintenance phase for the lowest AP value fighter. On a 1 or 2 on the die the fighter is removed from the reinforcements, not the game, but the fighter in question cannot be subject to another reinforcement test. On a 3 or 4 there is no effect. And on a 5 or 6 the fighter returns to the game at a maximum of 10 cm from a friendly fighter but not in contact with an opponent. A fighter who returns thanks to Reinforcement is without spells/miracles or artifacts. Also any game effects that were affecting him are now dissipated. One other thing about this ability is that you should never rely on it. It is a gift and a curse if relied upon.
b. Survival Instinct/X - This ability is endowed to all characters. So far it has been SI/6 for the Goblin characters. For every damage roll inflicted, the player controlling the intended victim rolls 1D6, on a roll equal to X the damage is negated. Since the Goblin characters cannot obtain Reinforcement they get a chance of survival given to them. This is one of two factions with multiple race abilities, Ophidians being the other. This is an awesome ability but it is very much the same compared to Reinforcement in that it is a blessing to have but not to be relied on.
2. Strengths – Extreme versatility, numbers, average INI and non-elemental hindering magic.
3. Weaknesses – Crap for stats in general/a lot of death. Laughing
The Goblins have some of the greatest army combinations. One of the great things about the Goblins is that they have so many different types of troops to choose from; the mutants of the sewers of Klûne, the militia of Klûne, the Ströhm order of the N.B.A. a.k.a. the No-Dan-Kar Battle Academy, the science Goblins, religious extremists, Uraken and Yakuza clan Goblins, and finally, but not limited to, pirates. They also have monstrosities like ogres and trolls tamed to do their biddings. However simple they may seem to play, this is a mistake. These guys are quite complex, but fun. Nobody really told me what was the simplest army to play so I chose it on looks. Thanks to Onikage I found the forums and began to unfold the 2 year work in progress history of becoming an extreme Rackham fan and a simple want to become a pro/better-than-intermediate painter as a hobby. I quickly found out the curse of the Green Swarm is on both sides. Most of the blisters come three to a pack and I thought “hey that’s a steal; 8-12 bucks for 3 minis,” quickly I found out that this wasn’t the case, the actual reason for it being so cheap was to help save some money for the aspirin needed for the headache these guys cause both you and your opponent. As someone great once said, “this is not an army for winning but for annoyance of your opponent is the true goal.” Wink In this write up I’ll discuss all of the various troops, characters, clans, and of course all artifacts, spells and miracles that come with the troops. I’ll give a few “melting pot” lists, at the end, giving a little taste of everything. Each of armies will have one themed and one non-themed list.
Table of Contents:
1. Characters
2. Troops
3. Artifacts, Special Attributes, Spells and Miracles
4. Goblin Clans
5. Sample Lists (2)
~Alphabetical Order~
Key: The models marked by a colored asterisk indicated whether it is bound to a specific clan.
White *- Black Rats Clan
Red *- The Burrowers Clan
Blue *- The Chimes of Bronze Clan
Green *- The Damned Swamp Clan
Black *- Helldivers Clan
Orange *- The Mound of Dirt Clan
Cyan *- The Thundering Bells Clan
Teal *- The X Clan
Purple *- Pirates a.k.a. Black Tooth
OOP- Out Of Production model
CO- Card Only
SE- Special Edition i.e., art cards.
LE- Limited Edition i.e., 1/2000 blisters type thing
NOTE:
All of the artifacts special abilities and spells/miracles are discussed in the third section of the AotW.
Goblin FAQ:
Q: Do Goblins need a big beat stick to win?
A: No, Goblins have more than enough strengths and variety to take on any army that is thrown at them.
Q: How many Goblins are in a standard 400 AP list?
A: Lists Range depending on a swarming list or a powerful (not to be confused with a Power-Gamer) list. Swarming lists consist of 16-18 models. Powerful lists contain roughly 8-12 Goblins.
Q: Is Baron Samedi a character?
A: No, he is not considered a character.
Q: Is the Crow a Goblin?
A: Undecided, it is believed by some that “it” is a rogue Goblin, me for one. But others believe he is a spirit in armor. As for the official response; Rackham has no answer.
Q: How would experimental rifle of Goblin Sharpshooters work now in v3.5? When is dice rolled to determine modifier to range? Before or after of determining point and imaginary line?
A: Before.
Q: Which happens first during a Free Company creation when using the Yakusa or Burrowers clans theme; pertaining to Yakusa, do Goblins with Reinforcement gain Survival Instinct/6 and benefit from Survival Instinct/5 in a FC? Pertaining to Burrowers, do the Goblins with Reinforcement gain STR/+1 and RES/+1 as well as Survival Instinct?
A: Yakusa: No, the fact that you are playing a different game than Confrontation® the Dogs of War rules take into effect before any clan benefits, they would benefit from Survival Instinct/6 and not 5.
A2: Burrowers: No, see above. The would benefit from Survival Instinct/6 only and not Survival Instinct/6 and bonus +1 to STR and RES.
Common Guidelines for Goblins:
Goblins do not need a War-Staff but it is recommended due to their low DIS and COU stats.
Goblins are weak but don’t underestimate them, they can be a challenge.
Goblins have a great strength, numbers. But you don’t need them to be effective
Characters
Azzoth the Treacherous (29 AP)- A great low cost character. He is an awesome low AP game leader. He comes with Leadership and Bane/Bravery abilities making him excellent against those pesky Griffin Wink . He’s an excellent 29 AP character to soak up points and get some good beatings in paired up with someone else. With the stats INI/4, ATT4/6, DEF4/5 just be sure to pair him up with something else when taking on hard hitters or he’s a pretty expensive lump of metal one the table and not the game board. He may be great at leading low AP games but in higher AP games he’s not that much better than some of the more expensive elite troops. I’d recommend he stay out of the bigger games unless you are bringing him in for support.
The Babayagob (82 AP)-This witch got a major boost in the v3.5 rules update. There are some great combos out there to give this witch that was way to expensive to do in the previous edition because of her base 82 AP cost. She by herself is like almost all other mages out there; pretty low HTH combat stats with the exception of an astounding INI/7; ATT3/3 and DEF3/6. But what she lacks in HTH she sure does make up for in magic power and a rocket launcher. Being a POW/6 Adept of Fire and Air/Sorcery and Typhoonism mages gives her some great choices in spells to give her for some pure power or some awesome boosting spells for the goblins out there. The rocket launcher is a handy piece of equipment seeing as it isn’t Artillery so you could use Assault Fire or Bull’s Eye with a STR/10 shot, but on top of that she has Harassment and of course you could always boost the strength of the shot with a spell of some sort. She comes with two artifacts, Broom of Zoukhoï and the Hands of Oxyde, and three spells, Illusion of the God Rat, The Stolen Kiss, and Voluptuous Seduction.
Baron Ozöhn (1st) (100 AP)- This is the first of many Baron Ozöhns released. Think of this one being like a petty-officer or a private in the military. His stats and cost go hand in hand; at 100 AP INI/5, ATT5/5 and DEF5/8. This is one of the mounted baron versions with a big gun. A great strength that he has is an AIM/4 and a STR/8 gun; with the new rules he will be awesome when using Bull’s Eye. He also has another strength that some may overlook and just out of habit calls it a dampener because of the problem it bares. His MOV/20 is a great thing to have on this version because if he doesn’t charge and just move his basic MOV/20 he can stay with a War-Staff, if there is one, and fire away, just at a penalty for moving. And this works great for his War-Horse ability. All of the Baron’s versions have the Personal Enemy/Kaël the Irascible ability. He is a great leader and a strong mounted troop with some great strengths and minor weaknesses. The great Baron comes with a special capacity; Baron Ozöhn’s Hunts.
Baron Ozöhn (2nd) CO (120 AP)- This version isn’t my personal favorite of the Barons in that he is only a card from the Second Incarnation card pack. He comes with a few modifications, increase in stats INI/5, ATT5/6 DEF6/9, and a 20 AP cost boost. This is the Sergeant of the Barons. Instead of War-Horse he gains Harassment, a few bumps in stats here and there. The main thing is though he looses the first incarnations special capacity instead gains a STR/7 +1D6 shot. He too is a great leader, a little bit better, in stats, than the first incarnation but without a model.
Baron Ozöhn (mounted 3rd) (105 AP)– This is my favorite version of the Baron because he can be equipped differently. This version basically beat the C.O. in the face in a drunken rage and got demoted! Laughing A slight change in stats, base INI/5 ATT5/5, DEF6/9 and a little bit of an abilities mix up and you have the new and improved, much better sculpt, 3 different profiles Baron third incarnation. In my opinion he supersedes all other versions, with the exception of the foot version. For 15 points less than the second and 5 points more than the first he is a steal. Depending on what profile you give him he can be used just down right awfully. This one, IMO, is the best leader version of the mounted Barons. He also cannot use the Baron Ozöhn’s Hunts special capacity that is seen with the first incarnation. You can make him a knight, a warrior, or a marksmen. His special capacity, including the 3 profiles is seen in the third section.
Baron Ozöhn (foot 3rd) (75 AP)- Now here is the fourth release of the Barons. Some jacked his horse and now he has to sneaker-net it across the battlefield Wink . For 30 AP cheaper than the cheapest version of the mounted barons he is almost on par with them in stat comparison; base INI/5, ATT5/5 DEF6/9. He is one of the top 3 best foot leaders in the Goblin army. He like the third mounted Baron can be equipped differently to best suite you against the army you are facing. A fantastic leader. Can be used for any army and whatever the case may be he can cope with it. Well-rounded in all stats for a leader. You can make him a warrior or a marksmen. His special capacity, including the 2 profiles is seen in the third section.
Becbunzen (75 AP)- Bec, for short, is another one of the top three leaders of the Goblins. He has solid, well-rounded stats; INI/5 ATT6/7 and DEF6/9 for 75 AP. One of the better of the top three leaders, having great stats and capable to cope with any army he is put in. He comes with Fanaticism and the Ströhm attribute making him a viable option when playing the Mound of Dirt clan. He comes with the Mad Mace artifact.
Becbunzen, Ströhm Warrior (2nd)*SE (95 AP)- Well here we have the upgraded version of Bec. A little stronger and with a change up in abilities and artifacts. With an INI/6 ATT7/7 and DEF6/9 for 95 AP he becomes a little bit more formidable in combat. He is the first Character of the Mound of Dirt clan released. He is the second of the Goblins to have the ability Ruthless making, one, a trend in the released models of the Mound of Dirt and second making him an even deadlier opponent in combat. He comes with naphtha armor to boost his STR even more. IMO with the Counter-Attack rules in v3.5 he, even loosing his artifacts to join another clan, is quite possibly one of the better leaders in the Goblin army. He comes with two artifacts, The Sacred Nut and the Mad Mace (2).
Captain Krill* (70 AP)- Well what can I say about the great captain of the Amphibious ship; the Black Tooth? Of course by now by the name you can probably guess that Captain Krill is my favorite Goblin model. He has the most interesting background and also Krill is another great leader. He is a character with decent stats, INI/6, ATT5/5 and DEF5/4, for the low cost of 70 AP. The only real downfall to Krill as a leader is that he has a shoddy DIS/3. What he lacks in leading power he makes up with abilities and combat power; as one example shows conceivably obtaining 6 combat die with just his War Fury and Born Killer abilities and artifacts. Even with a war-staff bonus it’s still quite low for leading an army into battle. He comes with two artifacts, the Skull Splitter and the Stone of Survival.
Cyanhur (128 AP)– This, IMO, is one of the best pure assassins in the game. He has astounding stats and abilities that make him rival even the toughest of characters. With INI/8 ATT8/6 and DEF6/7 he can be extremely competitive. Also with his Ambidextrous and Vivacity abilities he becomes even more deadly for only 128 AP. The only downside to him is being an assassin which, cut short, means he sucks as being a leader when facing fear causing armies. He will do just fine without a War-Staff. Now with the new v3.5 Confrontation ruling on Ambidextrous he becomes an extremely powerful assassin. And if he gets into a melee that he cannot finish by that round, his astounding INI/8 and Vivacity allow him an automatic disengagement on three foes or less making him even more powerful. He comes with two artifacts, his Fuse Bombs and his Mask of Strycnius, and also a Special Capacity involving the Yakusa clan.
Deuterium, Goblin Mutant CO (40 AP)- One of the cheapest characters with leadership in the game. He has decent stats for his 40 AP, ATT 4/6 DEF3/4. He is great for demoing or just soaking up points as back-up character help. I wouldn’t really rely on him as a main character, unless he’s being used in a demo game or something smaller scale. Maybe throw him in there in a Clan X list to give some help to the other mutants and mutagenic points.
The Eater of Brats (299 AP)- Master Sulfur, coming later on, mounted on the Red Troll. Coming in at 299 AP value he is the most expensive character for the goblins thus far. Although too expensive for any normal tournament C3 game, unless referring to Rag, he is great in the Big Boy Battles. He comes with a nice range of abilities, including Possessed, Regeneration, Born Killer and Recuperation/3 to name just a few. The EoB has the main characteristics of a troll and a master mage combined into one uber Goblin; MOV/20 ATT6/16 DEF2/13. This master mage is nothing to sneer at, not to underestimate it as neither a mage nor a combat efficient killing machine. The only downfalls that he carries are that he doesn’t have the leadership ability, and has a low DEF/2, which is low even for a Goblins which is understandable for a master mage riding a troll.
Gidzzit the Bell Ringer (1st) (24 AP)- This is possibly the second best mage per AP cost. At 24 AP a POW/4 Initiate of Air/Sorcery pure mage, with the new emphasis on spells in v3.5 he can dish out major damage or pump up the Goblins which are always helpful and welcome. He is, however, about as combat efficient as a two year-old with a clapper; INI/5, ATT2/1 and DEF2/4. Like all of the other mages in the Goblin army none of which are capable of becoming a leader. He comes with the artifact, the Bell of the God Rat and two spells, Whirlwinds of Precision and Scroll of Lightning.
Gidzzit the Bell Ringer (2nd) CO (45 AP)- Here is the much needed upgraded form of Gidzzit. He, IMO, is the best mage for AP cost in the Goblins. At 45 AP with INI/5 ATT2/1 DEF2/4 he doesn’t seem much different, but he is now an Adept of Air and Earth/Sorcery and Mutation POW/5 mage. Much more powerful in the magic speak but crap for stats once again…but there is a definite change with Mutagenic/0 he also has the Personal Enemy/Pilgrim the One-Eyed a dwarf who really aren’t that important… Laughing Wink. This is a great mage but it would be better to keep him out of combat.
Golborak (225 AP)- Golborak is a mad scientist, he and his two little helper brats, Cestode and Trematode, built a suit of armor that runs on steam technology that they have stolen from their rivals, the Dwarves of Tir-Nâ-Bor. Golborak is the Living Legend for the goblins, coming in at 225 base AP making him the second most expensive Goblin. Although he may be a nice thing to think about playing in a regular confrontation game…he’s best kept for a Rag or a Battle of the Big Boys game. He has insane stats for any regular Goblin; INI/5 ATT9/9 DEF8/10. He comes with three artifacts, Cestode and Trematode, the Arsenal of Demolition, and the P.U.N.C.H., also a special capacity, the Golgoth Armor.
Goreth the Massive (116 AP)- The master of the X Clan. A fat glob of…fat with some traces of muscle hidden beneath the fat Wink . He is probably the nastiest thing in the Goblin army that is a nice beat stick. He is capable of being a leader indefinitely and his stats INI/3 ATT5/10 and DEF4/11 give him a nice rounded stat line and with a mixture of abilities like Mutagenic/1 and War Cry/8 he is a very formidable character. He comes with a special capacity and his Mushroom artifacts.
Kerozen the Tentacular* (34 AP)- Here is another member of the Pirate clan, Kerozen. Interesting character Kerozen fluff wise. An infant kraken attached himself on Kerozen’s back on a deep sea dive. For 34 AP he is a POW/4 Initiate of Air and Water/Sorcery. Like so many other of the mages mentioned he is someone best kept out of combat situations. His INI/4 isn’t so bad, it’s his ATT4/3 and DEF2/3 that make him a non-combatant. His Additional Limb ability may let him survive a few more rounds than intended without it but it’s not something to rely on. He comes with a special capacity, the Kraken’s Companion and two spells; Gust of Corals and The Kraken’s Tentacles.
Kobalt the Caustic (1st) (44 AP)- This guy is a fantastic, low AP, soaking up points character. With an awesome stat line for 44 AP INI/5 ATT5/6 DEF5/7 with Fencer makes him quite awesome for a character and with the new rules on Counter-Attacking makes him even better for soaking up points. He comes with an artifacts, the Chiming Armor.
Kobalt the Caustic (2nd)* CO (60 AP)- Again a fantastic low AP, AP soaker character. But with some changes in stats, abilities and now with bound with the Damned Swamp clan. He now becomes a character able to be the third part of a War-Staff and INI/5 ATT5/7 and DEF5/7 he is a little bit more sufficient than the first incarnation. Even with changing his name and no longer being able to use the Chiming Armor he is an excellent leader.
Mister Dhypter* (39 AP)- Well sorry to say Captain Krill’s brother is nothing like Krill himself. He has a harpoon that he launches, but at a horrible range STR/4. Although is INI/5 is nice, his other stats are below average for a character that is not a faithful or mage. At 39 AP ATT 3/4 DEF 4/3 is just plain insulting considering Krill’s cost and stats. His sharp shooter ability is nice when concerning his harpoon and with combining Assault Fire or Bull’s Eye he can become quite a nice marksmen when needed.
Shûb Prophet Goblin* CO (40 AP)- This is one of the coolest looking drawings for a Goblin, IMO. And not only that but he is also, for his cost, very nice in combat; INI/4 ATT4/5 and DEF4/6. He is the first of the Helldivers clan to be released. He is a Devout that has one creation and one alteration aspects, but as a Warrior-Mage he is allowed only a total of miracles that have a Fervor amount of 2. This doesn’t leave much room for many miracles but there are a couple out there that would be extremely useful for support. He comes with the Rat Skin miracle.
Sulfur (151 AP)- With the v3.5 rulings on mages and spells Sulfur now became an awesome Confrontation mage and not just a Rag mage. He one of few Master mages of the game, the others being in the Lions, Acheron etc. Being a POW/8 a Master of Air, Fire, and an Element of you choice plus the paths of Theurgy, Shamanism, and Sorcery and accompanied by Recovery/3 ability, Sulfur has access to lots of spells that can help his fellow Goblins out and wreak havoc for your opponent. Although his magic powers are unsurpassable but by a select few, his combat skills do not show the same resemblance, his INI/8 is extremely good when concerning who hits first and disengagement rolls but his ATT4/5 and DEF6/5 are ok when comparing his 151 AP cost and a mage, as most of ya’ll may know, if you’ve seen the movie in my signature, mages aren’t known for their armor Wink . Because he is a level three mage he cannot be used in regular tournaments but as a friendly game IMO he would be incredible to play as a part of scenario. He comes with three artifacts the Gem of Mata-Kata, Asphixia’s Wedding Band and Sulfur’s Boutique, along a special capacity and the Troll Effect spell.
Xherus the Visionary (21 AP)- Being Goblins, acquiring T.F. is not much of a problem for a faithful when being surrounded by almost a 10-12 average number of Goblins. The only thing is what are you going you give the cheapest Goblin character for miracles? Being a devout two creation and one alteration aspect gives him some nice choices for support miracles, but unfortunately he isn’t a fighter either, INI/4 ATT2/3 and DEF2/3. He comes with one artifact, the Scepter of Communion, and two miracles, Tide of the God Rat and Contemplation of the Realms.
Troops
Baron Samedi* (15 AP)- It was once talked about whether the good Baron Samedi is a character; this is not true, he is, in fact, a troop and it is conceivable to have an army of just Baron Samedis. This is by far, IMO, the best model Rackham put together fluff concerned and sculpt in general. It is said that the Baron is actually a Goblin brain inside a monkey body. This monkey is not fit to be a soldier but with its INI/5 and Vivacity ability it’s hard to keep him out of combat for support. His ATT1/1 and DEF1/1 are definite deciders for who he should be accompanying in combat. He should never fight anything by himself. He does however have a redeeming quality besides the INI/5; he is endowed with a STR/6 musket, giving him the right to Assault Fire and Bull’s Eye abilities.
Black Troll* (80 AP)- This is the second strongest troop available to the Goblins despite the fact it being the second strongest troll. IMO, included in the Pirates Clan with full bonuses he is the strongest. He comes with an INI/1 ATT5/15 and DEF3/14 this guys can definitely lay down the beating and with the bonuses he can definitely lay down the beatings even more. Considering neither the Black Troll nor the Baron Samedi can be used in any other army except for pirates or during friendly games the both of them make a perfect pair. With their coincidence MOV/12.5 the Barons and the Black Troll can move together will be getting an automatic INI/8 while paired up together. One downfall to his incredible stats is his INI/1; I almost never take him by himself in a battle. He does, however, come with the Arm Ripper special capacity.
Cyclops Gong Banger (26 AP)- This is the first of three musicians the Goblins have, so far, to offer for a War-staff. And he is also the best in combat, but however, he is the most expensive by more than double the cheapest musician. With INI/4 ATT4/4 and DEF3/5 with Regneration/5 and Rallying Cry he is a nice Standard Bearer and combatant. He does come with the Howling Gong artifact.
Goblin Archer (10 AP)- One of the many various “made for shooting” ranged troops in the Goblin line. These are Goblins that need multiple of them and also need to be far away from combat. Think of these guys basically like the Britton archers. Good at shooting but die at the first sight of weapons and warriors. For 10 AP a pop with the average INI/3 and ATT2/2 and DEF2/2 these guys do not want to see combat.
Goblin Diver* (17 AP)- A Goblin of the Pirate clan in a diver suit. For 17 AP this Goblin is nicely equipped with stats for combat but the only thing that is a downfall for this one is an INI/2, his attacking skills aren’t much better than any other low cost goblin, ATT 3/4, but he sure can take some hits with a DEF 3/7.
Goblin Filibuster* (7 AP)- A basic foot troop for the Pirates. These guys are cheap and start to add up in numbers. Just be sure to keep them accompanied by more of themselves or with some other goblins. These guys are not the best of fighters. They have the average INI/3 ATT3/2 and DEF2/3.
Goblin Gasblower 1 (20 AP)-These guys are troops that are going to have to be paired with something in combat. They are made especially for pairing with other Goblins. They have the average INI/3 but their combat stats suffer a bit ATT2/3 and DEF3/4. But their stats alone are not the reason for them being needed in close combat or at least supporting close models, the reason is for have the special capacity; the No-Dan-Kar Cleaners.
Goblin Gasblower 2 (20 AP)- See Gasblower 1
Goblin Gunner/Buccaneer* (10 AP)- There are two names for these guys but they are the exact same thing. The only difference is where to get em. One is from a blister with an artifact, and the other from the Goblin Pirates clan box (OOP). These guys are the ranged troops for the Pirates, they come with a STR/5 musket. They are special in that they can man the Argument. But these guys are not for combat; Gunners their name and shooting’s the game. They come with two artifacts, the Tattoo of Recklessness and the Argument.
Goblin Lancer (6 AP)- These are one of the more resilient roadblocks of the Goblins. With average INI, ATT2/2 and DEF2/4 a few of these guys will stay alive a little longer and possibly do more damage while being wounded instead of being dead. But with the exception of filling in numbers and roadblocks these guys aren’t much use unless you want to send them to their doom and tie up an Abby or something big for a turn or two.
Goblin Marauder w/ Club (4 AP)- There is many types of “roadblock” troops, these are one of them. These guys are the cheapest model in the game. And also the sorriest excuse for a troop. Laughing They’re just for filling in numbers and making cheap roadblocks. But don’t expect them to last very long. They have of course the average INI/3 but their ATT2/1 and DEF2/2 are what make them suffer so much.
Goblin Marauder w/ Sword (4 AP)- See Goblin Marauder w/Club. The only difference is the weapon it’s wielding.
Goblin Minelayer (14 AP)- These guys are the only servants to the Mountain Breaker. Some decent stats for HTH combat; INI/3 ATT2/2 and DEF2/2, if it ever came down to it, but since the Mountain Breaker has 120 cm range, I don’t think there would be much combat going on near the BFG, unless there are scouts. Just as a precaution it would be wise to keep maybe two or three goblins near it for support if needed
Goblin Musician and Brat (9 AP)- The cheapest musician of the three goblin musicians. Really low stats, ATT 2/2 DEF2/3, but what do you expect for 9 AP. Not the typical HTH fighter, it’s better off keeping him outside the combat zone but close enough to still make the war-staff.
Goblin Mutant 1 (14 AP)- A good 14 AP troop. Nice stats and abilities, ATT 3/6 and DEF 2/4 with Mutagenic/0. Only damper on this troop would probably be the DIS/1 he unfortunately has, but can be easily remedied by being inside a war-staff.. He is a great HTH troop and paired with more goblins he can be quite deadly.
Goblin Mutant 2 (14 AP)- An even better troop than the first type. Even better stats for the same cost value he gets a different, and IMO, better ability. With an ATT 4/7 DEF 2/5 and Additional Limb, he can be a very effective support troop. He unfortunately has the same DIS/1, but like the first type this can be fixed, by simple tactical placement.
Goblin Prophet (21 AP)- Like almost all other goblin faithfuls, the Prophet is mainly for support miracles. His HTH stats are decent for an 18 AP goblin faithful, ATT 3/4, DEF 3/5. But with Bravery and Warrior-monk abilities and the v3.5 isn’t going to do much in the miracle calling department, but possibly something with the Children of Rat special capacity. He also comes with the Rat’s Wrath miracle.
Goblin Psychomutant 1 (25 AP)- A great fighter and mage. He comes with Mutagenic/0. One of he cooler sculpts of the Goblins. He is better suited for combat with Mutagenic and INI/4 ATT5/5 and DEF3/3. He comes with a few good spells that he can use and there are some others that he can use for support and attacking bit his options of spell choices are limited because of his Warrior-Mage ability and 3.5. He comes with two spells, Juicy Appendix and Instantaneous Mutation as well as the Goblin Mutants special capacity.
Goblin Psychomutant 2 (25 AP)- A great fighter and mage as well as the first version but with some differences. Instead of Mutagenic he comes with Flight. A great combo for flying at level 1, cast a spell, dive bomb the target. Almost like a mutagenic boost IMO. Good fighter in HTH with INI/5, ATT 6/6 and DEF 3/3 after dive bomb. Although his options of spell choices are limited because of his Warrior-Mage ability. He comes with two spells, Hysterical Flight and Psychic Attack, as well as the Goblin Mutants special capacity.
Goblin Sailor* (5 AP)- Part of the goblin Pirate Crew, these guys are just there to make up model count. Their stats are ok for 5 AP,INI/3 ATT 2/3 DEF 2/1, if these guys get hit they are going down plain and simple, but if they land a hit they might do something, heck a stun is better than nothing. Once the clan bonuses kick in and paired with a Gasblower they might cause some damage.
Goblin Sharpshooter LE SE Card (22 AP)- These, thus far, are the best, IMO, “made to shoot” ranged troops for the Goblins. And now with the new v3.5 rules they became even better. He comes with a STR/3 rifle with Harassment, though, he isn’t a fighter for his stats in HTH combat are ATT 2/3 and DEF 2/5. It’s best to keep the group of them away from combat and just single out fighters out in the open. He comes with the Experimental Rifle special Capacity.
Goblin Standard Bearer (9 AP)- The cheapest standard bearer of the three goblin standard bearers. This guy should not be in combat; not that any SB should be in combat unless they have insane stats, I just thought I’d remind you that not only is an important part of a war-staff, but his HTH stats are really low, ATT 2/1 DEF 2/3. This SB does come with an artifact, the Living Standard.
Goblin w/ Ball and Chain 1 (8 AP)- Cheap goblin mainly for roadblocks. With ATT 2/5 and DEF 2/1 he wont last long but with War Fury he may be able to do some damage, and pair with a Gasblower, a group of three will certainly do some damage. Just like a lot of the goblins, they need to be paired or in a small group of them to do some damage.
Goblin w/ Ball and Chain 2 (8 AP)- See Goblin w/ Ball and Chain 1 The 2 profiles are exactly the same just different sculpts.
Golgoth Prototype* (55 AP)- Another one of the few with a permanent Clan. Part of the Black Rats clan, the Golgoth Prototype is a nice piece of ranged and HTH machinery. With an arsenal STR/7 15-30-45, Assault Fire, an average AIM/3 and now the v3.5 rules he can do some major damage at range. But what makes him very useful, IMO, is his abilities combined with his stats for 55 AP. ATT6/7, DEF5/8, Implacable/1 and Brutish Charge he is extremely powerful for a Goblin. But as a Goblin manned machine his COU and DIS scores suffer. In a group of two or more they can be a great team for ranged support or paired with some other goblins they can be a power horse for pushing through the lines.
Klûne Militiamen (6 AP)- Cheap grunts with options. For 6 points you get the basics, ATT2/1 DEF2/2, low almost everything, with an average INI/3. You can equip these little devils three ways. Axe; makes them into a trained martial goblin that can land some blows, but not always damage with them, ATT+1. Sword; he becomes a 6 AP roadblock goblin, giving him a boosted DEF+1. And finally the Mace, making him a power horse in a sense, STR+2. Just don’t go run these guys without a war-staff, they wont get far with a COU/1 and DIS relying spells can cause major havoc for these guys. These are great for boosting your forces numbers, to way out number so armies. Strength in numbers is a good principle when facing low model count armies.
Mountain Breaker SE (84 AP)- This is the B.F.G. of Confrontation®. With 8 S.P. and a RES /17 he can take a lot of hits from grunts and some damage and keep on…trucking by being pushed due to his Immobile status. This is an incredible machine, and with the right timing and ammo you could cause some serious havoc and discomfort to your foe. Ranges on the cannon are ‘no short range’-80-120 Heavy Artillery/Zone. Only Goblin Minelayers can be the Mountain Breaker’s servants. But anyone with an AIM/3+ and a DIS score can be a substitute with some penalties. It comes with 4 types of ammo and an explanation.
Noble Ströhm Knight (Box Set) (31 AP)- These, including the other knights are the only mounted troops of the goblin army, with the exception of Sulfur and the Red Troll. The latest version released with much better sculpts; the Noble Ströhm Knights are very good for front line or back line troops depending on the profile. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat. There are three profiles, which you can choose from. All the stats are the same, no change but one; an ability. The three abilities to choose from are Scout, Fierce, and Leap. They can also be equipped differently, the sword gives them the War-Horse ability, and the Lance gives them a STR/10 when charging which is not so powerful in v3.5 now with the ruling on models with a charging STR/X. Depending on the profile and weapon chosen they can be great surprise troops or first into battle troops.
Noble Ströhm Knight CO(31 AP)- The Noble Ströhm Knight included in the Warriors of Rag Card Pack has a little bit of difference. It comes with only a lance, same STR.10 when charging, and it comes wit Bestial Charge for the same 31 AP. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat.
No-Dan-Kar Fishbone Bearer (43 AP)- This is the most expensive of the Standard Bearers available to the Goblins. A good versatile, but expensive standard-bearer. With ATT 5/3 and DEF 2/3, he doesn’t seem like anything but a 43 AP SB that can land some hits. With his Additional Limb whichever the occasion calls for he can become a SB that blocks a lot of hits. He comes with some bombs, like Cyanhur, but just frag grenades STR/3. He comes with the Giant Piranha Bone special capacity.
Red Troll (105 AP)- Quite possibly the best, straight cost for cost no bonuses the best Troll of the game. At 105 AP he can seem like a gamble when you're building your army. However, he is worth every point and the numbers can be made up with low AP Goblins. However, compared to the Black Troll, he gains Born Killer, Possessed, and Implacable/1. These added abilities are what make him so good. With a DEF/0, the possibility of defending any attacks is slim to none so all of your combat dice will usually be placed in attack with you relying on his RES/13 and Regeneration/5 ability. Once you've made your first attack, ATT6/16, the only thing that can stop the Red Troll is a lucky boxcar or a Fierce fighter.
Ströhm Bodyguard (21 AP)- Great troop to keep by Characters. Great HTH fighter with stats, ATT 4/6 DEF 4/7 and an average INI. He is after all named a bodyguard so he is supposed be with a character in battle with his special capacity, the Private Militias of NDK.
Ströhm Knight (27 AP)- These are the first of the Ströhm Knights released, cheap with lesser stats but if you don’t want to spend 31 AP for the Noble version these will do just fine, after all a knight is a knight. ATT 4/4, DEF 4/8, INI/3, pretty close to the new profile just a bit of difference. They have the Lance and Bestial Charge, just like the Noble Ströhm Knight from the Warriors of Rag card pack.
Ströhm Warriors 3 (22 AP)- These are the first troops with the Ruthless ability. Nice combat stats, INI/3 ATT4/6 DEF3/7. With Ruthless these are great troops to put at the front line and let the enemy charge them first. Although it would be best to add some support Goblins.
Ströhm Warrior 1 (18 AP)- Great standard foot troops. These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT4/5 and DEF3/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more offensive of the warriors.
Ströhm Warrior 2 (18 AP)- Great standard foot troops. A little bit different than the Ströhms with Halberds These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT3/5 and DEF4/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more defensive of the warriors.
War Toad (15 AP)- One of the more comical models of the goblin line, a toad with a cauldron of mana gems atop his head. He is a great model to pair with a magician, or warrior-mage. This toad once used to be a Ströhm Warrior, but now with a MOV/7.5, INI/7 and RES/7 and Hard-Boiled he’s nothing more than a sitting duck waiting to croak. Wink (no pun intended)
War Troll (69 AP)- This is a distorted image of the Black Troll. Cheaper in cost, but also his stats aren’t as good, but still pretty nice for a 69 AP troll. With a RES/12 and STR/12 he can still take some hits and still dish it out; that is if he hits with an ATT/5, which is better than most goblins. Again his pathetic INI is a damper for him, so he’ll need someone to tag along wit him to get a better INI. With Regneration/5 and survival instinct he is built, it seems, to live. He comes with the Watchjar Goblin artifact.
Artifacts, Special Capacity, Spells and Miracles
Key: The bullets marked by a certain colors signify whether it is an Artifact, Special Capacity, or Spell/Miracle.
Red- Artifact
Orange- Special Capacity
Green - Spell
Gray - Miracle
The Babayagob-
The Hands of Oxyde (25 AP)
The Broom of Zoukhoï (20 AP)- Babayagob acquires the Flight ability but cannot go past level 1. This makes her incredible and much more versatile. The only thing wrong with this is that her movement is a D6 x 5. She either stays put, natural one, or she can charge 60 cm, natural 6. This movement is both for ground and aerial movement. Whatever she rolls for the movement, the cm she can pursuit is 10 cm. This is great but who would want to pursuit an 82 AP base cost mage when she can heat things up with spells? I personally will now be taking this artifact when I use her as spells don’t take up 50 more AP out of a list due to v3.5.
Illusion of the God Rat (25 AP, Int. 5) errata pg 184- All miniatures within 50 cm of the magician must make a COU test with difficulty of three. The magician can spend one to five fire gems to boost the difficulty in a one to one ratio. This spell is great going up against armies with lower COU/FEAR ratings and fighters that are caught off guard (out of a War-Staff range).
The Stolen Kiss (13 AP, Int. 0)- The target must make a DIS roll of the difficulty of the spell. If he fails then he moves toward the magician, if he comes into base-to-base contact the target can only defend. Each round the target can attempt to disengage, with a DIS roll. This is great for putting some bigger models out of combat for a round or two, and even better with the combination of the Stolen Kiss spell.
The Stolen Kiss (14 AP, Int. 4)- Roll 2D6, if the die are a double 4, 5 or 6 then the miniature is Killed Outright. If the target was under the Voluptuous Seduction spell, then any doubles cause the K.O. This spell would is incredible now that it is basically free of cost and is a nice little gamble for a small price. This spell is reserved for the Babayagob.
Baron Ozöhn (1st)-
The Baron Ozöhns Hunts- his weapon isn’t like an ordinary weapon. Think of it as a “you hit one, you hit ‘em all!” Once you have passed the aim test, who ever you hit everyone in base-to-base contact with the target is hit, STR/6. This special ability is awesome when you are firing into a fray with a model you can afford to lose, or a Fierce model.
Baron Ozöhn (mounted 3rd)–
Baron Ozöhn (Rider)- The good baron can become three different profiles; a Ströhm Knight, for 6 AP, a Ströhm Warrior, for 10 AP, or a Goblin Sharpshooter, for 18 AP. If he chooses to be a knight then he gains the Ströhm attribute, a lance with STR/10 when charging effect, and STR/+1. If he chooses to be a Ströhm Warrior then Baron gets the Ströhm attribute, a sword and acquires a STR/+2 and the Fencer ability. This profile basically makes him into a foot troop that is great at dishing out damage and being sneaky about it. If he chooses to become a sharpshooter he gains an STR/5 Experimental Rifle the Harassment ability and Light Artillery (perforating).
Baron Ozöhn (foot 3rd)-
Baron Ozöhn- The good baron can become two different profiles; a Ströhm Warrior, for 10 AP, or a Goblin Sharpshooter, for 13 AP. If he chooses to be a Ströhm Warrior then Baron gets a sword and acquires a STR/+2 and the Fencer ability. This profile basically makes him into a foot troop that is great at dishing out damage and being sneaky about it. If he chooses to become a sharpshooter he gains an STR/5 Experimental Rifle the Harassment ability and Light Artillery (perforating).
Becbunzen-
The Mad Mace (5 AP)- This artifact is sort of a gamble for an increase in STR or a decrease in STR. Before each damage roll the STR is determined by rolling 2D6. His STR may be between 2 and 12. It may come in handy if used at the right time. I’ve never had a use for it, his STR/7 is decent enough at about the middle of the extremes of the gamble, but if u feel the urge to gamble it’s perfect. This artifact is reserved for Becbunzen.
Becbunzen, Ströhm Warrior (2nd)*-
The Mad Mace 2- After using, if used, Naphtha for his STR 2D6 is rolled, the highest die is added to his STR. This make him even deadlier in combat. I never take Bec without this artifact. But for almost a third more expensive than the first incarnation I would expect I big change. This artifact is reserved for Becbunzen, Ströhm Warrior.
The Sacred Nut (10 AP)- This is a one time use artifact. If used a Goblin that possesses Reinforcement and either Naphtha equipment or the Ströhm attribute comes back automatically, but if a, quite silly, demonstration of holding a nut above your head and announcing “By the power of the Sacred Nut” 2 eligible fighters come back. This is going to be quite handy when used correctly. Double the number of models that come back in one turn will definitely wreak some doom upon thy enemy. This artifact is reserved for Becbunzen, Ströhm Warrior.
Captain Krill*-
Stone of Survival (14 AP) errata pg 182- The stone holds two Primagic gems at the beginning of the game. Each mystic phase a mana recovery roll is made, assuming it is an Initiate with POW/2. Before the INI test in combat every two gems taken makes a defensive die that cannot be used to Counter-Attack or use Ambidextrous with. These die are not affected by game effects making all dice be placed into attack. This is an incredible artifact to have. I never take my Pirates without at least one being in the list on Krill. This artifact is reserved to the Characters of the Goblin Pirates.
The Skull Splitter (24 AP)- Krill doesn’t consider a natural 1 on attack and defense rolls to be an auto-failure. This is yet again another incredible artifact that Krill never leaves home without. He automatically hits on difficulty 6 and defends on difficulty 6 test made against him, make him very scaring in combat.
Cyanhur–
Fuse Bombs (11 AP) errata pg 183- He gets 2 different types of bombs but can only use 1 per round. First is the Smoke Bomb, if the bombs goes off, basically roll anything but a one and it goes off, no AIM test is required, then a smokescreen about up to 15 cm away 5 cm diameter circle smoke screen is emitted, it blocks line of sight at ground level (0). Second is the Cluster Bomb. Again if it goes off, you then must make an AIM test of short range, if passed then the target takes a STR/10 and all those 3 cm away take a STR/3 hit, not bad for 11 AP if you ask me. These are wonderful, and now that the new rules on Assault Charge it means he’ll hit the guy with a STR/10 and get the Assassin charge penalties. Mmm Mmm Good. These are reserved to Cyanhur.
Mask of Strycnius (10 AP)- This artifact grants him consciousness for the game. This is excellent for making him even sneakier, gives him the ability to pop out from behind something and say “BOO!” This artifact is reserved to Cyanhur.
Sulfur/EoB-
Asphyxia’s Wedding Band (24 AP)-This artifact is a very nifty once per game item, and very handy when needed. When used Sulfur gets 10 mana gems of his choice in elements that he masters within his reserve limits. This is extremely useful when you have run out of gems and need a nice big hunk of gems to continue casting or to keep something going, like an Elemental. This artifact is reserved to Sulfur.
Gem of Mata-Kata (45 AP)- If the spell being cast is even partially of fire then he can spend more fire gems to gain added effects. STR of spell increase by sending up to three fire gems at a STR/+1 per gem ratio. 2 extra gems the spell cannot be counter or absorbed. By spending three extra gems you get the aforementioned and then the spell’s frequency is increased b one point. This artifact is extremely powerful and well expensive. Sulfur again is something to bring into in high AP games. This artifact is reserved to Sulfur.
Sulfur’s Boutique (30 AP)- 2D6 are rolled and depending on the die a beneficial effect and a harmful effect affects Sulfur. Beneficial Effects: 1-2 +1 on all incantation rolls, 3-4 Luck ability, 5-6 Loved by the Gods ability. Harmful Effects: 1-2 Ephemeral/5, 3-4 Predictable ability, 5-6 no harmful effect. This is a very expensive and dangerous gamble, unlike Becbunzen’s 5 AP gamble. R=This is like a snake in the tall grass, something very good might happen and something very bad might happen as well. I tend not to take risks that aren’t needed. This artifact is reserved to Sulfur.
The Troll Effect (13 AP Int. 0)- For each spell cast, this spell can be cast before it to give Sulfur an extra boost in succession of the first spell. This spell takes away a certain amount of STR and RES points and gives a +1 to incantation roll to the previous spell. STR and RES/-2, +1 on incantation roll. STR and RES/-4, +2 on incantation roll. STR and RES/-6 +3 on incantation roll. This would be an awesome spell to have when Sulfur isn’t in combat, whether it be a troll by itself (Black War or Red) or the EoB profile. This also would be an awesome spell to have while summoning for that extra boost on the Obedience Chart.
Master Sulfur- The following apply to the EoB and Sulfur that are not bound to a single clan. The EoB is master Sulfur and the Red Troll as one. They cannot be separated during battle. He can run, but not charge, and cast in the same round. He is of Large Size, but of Very Large size when determining LoS of casting spell. He also doesn’t suffer penalties of incantation rolls or recovery rolls when in BTB contact with an enemy.
Gidzzit the Bell Ringer (1st)-
The Bell of the God Rat (20 AP) errata pg 183- Gives the bearer Rallying Cry and Authority abilities. This is a great artifact to have when no War-Staff is present and also as an added bonus when a War-Staff is present. Since the v3.5 has boosted all of the mages/faithfuls there will be a lot of lists that have a mage or faithful and without spells costing anything I think this artifact is a great addition to have. It is reserved to all magicians and faithfuls, only one copy per army.
Whirlwinds of Precision (11 AP, Int. 3)- This gives the target a +1 on both INI and AIM characteristics for game. Another of a must haves when bringing a mage and marksmen, this is a great spell to conjunction with other marksmen boosting spells. And since it is only needed to be cast once per game per model that can shoot.
Scroll of Lightning (13 AP Int. 0) errata pg 183- The target suffers a damage roll equal to the difficulty chosen for the spell –2. This was one of the better spells of the Goblins, but since the errata messed it up it is one of those invisible spells, but now with spells costing nothing it is a free costing spell to give Gidzzit. This spell is reserved to Gidzzit.
Golborak-
Arsenal of Demolition (37 AP) errata pg 183- This artifact modifies Golborak’s rank to Goblin Living-Legend Champion Light Artillery/Zone. He is counted as both War Machine and character. He acquires the Arsenal of Demolition STR/3D6. The STR of the weapon must be rolled each usage. This is incredible under the v3.5 rules, but as a downfall it is counted under the 30% of War Machine limit in an army. Making a 900 AP game the smallest he can be put in with just him and the AoD. 1000 AP minimum if he has all of his artifacts. Kind of pricey. With the rules update this became extremely powerful with the chance to Assault Fire a STR/18 shot at a difficulty of 4 with his AIM/3. The AoD is reserved to Golborak.
P.U.N.C.H. (28 AP) errata pg 182-83- Golborak activates the P.U.N.C.H. at the beginning of his activation. Depending on what he chooses different powers vary. Alternative Fuel: Golborak benefits from Toxic/3 for HTH combat die only. Naphtha of Bran-O-Kor: All miniatures in his LoS within 10 cm of him suffer a STR/6 hit. Sewer Water of Klûne: A steam that blocks LoS, but can be moved through, surrounds Golborak 10 cm away from his base in a circle. The P.U.N.C.H. is reserved to Golborak.
Cestode and Trematode (8 AP)- Roll a D6 after a pressure roll has indicated an incident. On a 5 or 6 the incident is neutralized. This, obviously is very useful and for very cheap too. They are purely Golborak’s own teammates.
The Golgoth Armor- The armor is a piece of Naphtha equipment. Pressure rolls can be made on Golborak's INI and STR. If an incident occurs use to following as the results of the incident. 1:Oops! Golborak suffers a STR/10 hit ignoring RES. All fighters standing within, partially, 5 cm suffer STR/5 ignoring RES. If Golborak survives then he can no longer make injection rolls for the game. 2-4:It’s Blinking! Golborak cannot make injection rolls for the remainder of the turn. 5 or 6: Metamorphosis He acquires Mutagenic/0 immediately for that turn. Not all of the rolls are bad, just rolling a one is a bad juju.
Goreth the Massive-
Shrooms (2 AP)- For every mushroom he takes his MOV increases by 2.5 cm. He can only take one per round. It’s a good idea to just take 4-6 depending on the about of rounds being played just to make his MOV average instead of a crap below average amount.
The Goblin Mutants- For every Mutant in BTB contact with a Psychomutant increases the mana recovery and power rolls by one point. This makes Psychomutants incredibly powerful with some spells that need a high power roll to do much, i.e. Juicy Appendix.
Kerozen the Tentacular*-
The Kraken’s Companion- The kraken mounted atop of Kerozen’s back gives him the mastery of Water element despite his Initiate rank. This is a gift but also a curse as he will have many more options to spells but will have a hard time recovering all of the gems he used.
The Krakens Tentacles (14 AP, Int. 0)- All miniatures in base-to-base contact with Kerozen suffer a –2 INI. This would be a great spell to cast on him if he had some other stat pumping spells on him.
Gust of Corals (18 AP, Int. 4)- All miniatures in BTB contact with the target, including the target, suffer a –2 RES. This is a great spell to cast on something that is either Fierce, has an immense RES like a troll or something that has a RES pumping effect on it.
Kobalt the Caustic (1st)-
The Chiming Armor (15 AP) errata pg 183- Kobalt acquires the War Cry/6 ability. Furthermore, his opponents can in no way counter Kobalt’s attacks, not even thanks to Ambidextrous. This is a great artifact and cheap to give him with combination of Fencer ability.
Shûb Prophet Goblin*-
Rat Skin (8 AP, 2 Fervor)- The target loses Survival Instinct and Reinforcement and gains +1 on INI, ATT, STR, and DEF tests. This is great for a model you know is going to either die and you don’t want to bring him back and are going to go all out with attack, or he is going to stay there without a doubt and you want to give him some definite chances of wounding what he is combat with.
Xherus the Visionary-
Scepter of Communion (13 AP)- The scepter gives Xherus +2 in DIS as well as Authority ability. Again this is an incredible cheap artifact for the Faithful/Mage count. This is conjunction with the Bell of the God Rat, will give a major change in the way the game is going for either player.
Tide of the God Rat (16 AP, 2 Fervor)- The miracle card is placed 10 cm from the faithful. It represents a swarm of rats that can hold a maximum of 8 opponents. It moves on the faithful who called its card. It can move through troops. Its stats are that of a basic troop; INI/5 ATT3/5 DEF2/1. This thing is a major roadblock. For Xherus it is easy to keep calling this mob, just be sure to have a few goblins surrounding him to give him extra T.F. to strengthen the bond.
Contemplation of the Realms (10 AP, 2 Fervor)- This is basically a T.F. for a mana gem exchange. It continues to be active until the magician suffers a wound. This would be excellent to have Xherus near, with all the Goblins there will surely be extra T.F. to give the magician.
Black Troll-
Arm Ripper- This ability is a great benefit. If the troll were to hit a foe in the arm, he basically rips it off and beats him with it! The foe loses one combat die for the game. Another hit in the arms is a Killed Outright. This is where hitting first comes in handy the chance to make an opponent lose a combat die. This gives the good Baron Samedi a chance to live longer.
Cyclops Gong Banger-
The Howling Gong (8 AP)- The gong gives the bearer a FEAR/6 when charging or being charged. This is handy when facing COU or low FEAR armies. If you catch a lonely enemy in the open, scare him a bit. The Gong is reserved to the Cyclops Gong Banger.
Goblin Gasblower-
The Cleaners of No-Dan-Kar errata pg 184-85- There are gasses that cause different abnormalities in HTH combat or outside of combat. Once per round they can activate a gas that is spread over any area of 5 cm from his base in his LOS. One of their gases is Veil of Soot that blocks all LOS. Then there is the Stinging Cloud which makes all affected lose one combat die; this is great for hindering fighters with the Born Killer ability. Finally there is the Frenzy Vapor which when activated makes all fighters place all of their combat die into attack no matter the circumstance. This is great for fighters that have War Fury. The gases however affect all fighters, not just foes.
Goblin Gunner/Buccaneer*-
The Argument (16 AP)- The Argument is an immobile War Machine STR/10 Light Artillery cannon with RES/10 and 5 S.P. This will lay down the hurt on anything. Only Gunners/Buccaneers can be its servants, but anyone with an AIM and DIS/2 can be its substitute. This is good for the good Mr. Dhypter to be a substitute since his HTH stats suck and he has a good ranged weapon himself.
The Tattoo of Recklessness (5 AP)- There can be multiples of the Tattoos, 1 for every 100 AP, even incomplete. The bearer’s COU is increased by 5 points. This is great to give a few of those front line troops when facing a high FEAR army. Although, characters cannot bear it.
Goblin Prophet-
The Children of Rat- Once per round the Prophet can exchange his T.F. with those of a befriended faithful of Rat that is 15 cm or less away. The points cannot be transmitted in any other way. This is a great way to get a more powerful faithful some T.F. that is needed instead of a wimpier faithful holding and eventually losing them.
Rat’s Wrath (16 AP, 1 Fervor) errata pg 184- If the faithful is wounded while this miracle is in effect, then 1D6 is rolled, on a 4+ the prophet transforms and benefits from ATT/+1, STR/+2, RES/+2, and COU/+2 as well as War Fury and Possessed abilities. This is an incredible spell to give Xherus along with Rat’s Wrath he will transform each time he is wounded or stay that way as long as an enemy fighter is within his aura of faith and he rolls a 3+ on the maintaining phase of the spell.
Call of Rats (10 AP, 2 Fervor)- Depending on the STR of the miracle chosen various effects happen. Handful of Rats: The targeted model takes a STR/3 hit and the prophet suffers a Light Wound. Mob of Rats: The targeted model takes a STR/7 hit and the prophet suffers a Serious Wound. Wave of Rats: The targeted model takes a STR/11 hit and the prophet suffers a Critical Wound. This is a great way to instantly wound an enemy, but beware of the side-effects. I almost always go with the Handful first, then the Mob, then the Wave the last two times to finish him off.
Goblin Psychomutant 1-
Instantaneous Mutation (18 AP, Int.3)- A D6 is rolled, on a 1 the target is transformed into a jelly. His MOV and RES become 5 all other stats become 0; he loses all abilities and gains Regeneration/4 and Immunity/Spells. On a 2-3 nothing happens. On a 4-5 he acquires Mutagenic/-2. On a 6 he gains Additional limb and Mutagenic/-1, if he already has mutagenic he gains +1 to mutagenic. This again is a gamble, something I don’t do often, but the times I did get the better of the benefits of the spell I was quite happy with the turn-out. Something that should not have survived, did.
Juicy Appendix (6 AP, Int. 3) errata pg 184- The targeted mutant and all miniatures within, even partially, 5 cm suffer damage equal to the difficulty divided by two rounded up. This is a great spell to run with the mutants and surround the Psychomutant with 3 mutants giving him +3 on incantation rolls, allowing an extra STR/2 for the spell. But be sure to send something that is wounded or else you will know how it feels to be a suicide bomber…
Goblin Psychomutant 2-
Psychic Attack (12 AP, Int. 3) errata pg 184- The maintenance phases after this spell being cast, the target must make a DIS/8 test. If he fails then he suffers a STR/3 hit, this spell remains active until the targets passes the test. This spell can be active more than once at the same time.
Hysterical Flight (9 AP, Int. 3)- The Goblin is automatically raised to Level 2 without a MOV penalty. He can disengage with this even after charged. This spell is great for the flying Psychomutant to get out of range of enemy fire or spells/miracles and prepare for a dive bomb.
Goblin Sharpshooters-
Experimental Rifles- The models with an Experimental Rifle have the choice to increase the range or STR of the rifle or keep it the same. 1D6 is rolled for each marksmen, On a 1: STR/-2 or –10 to all ranges, on a 203 STR/+1 or +5 on all ranges, on a 4-5 STR/+3 or +10 to all ranges, on a 6 STR/+5 or +15 to all ranges. This is a great gable with odds that are with you, and not against you more times than not.
Goblin Standard Bearer-
The Living Standard (12 AP)- All Goblins within the SB leadership gain Bravery ability. This is fabulous to have because of their significantly low COU and ATT ratings.
Mountain Breaker- Laughing coming soon
No-Dan-Kar Fishbone Bearer-
The Giant Piranha Bone- His fishbone he carries around with him gives him consciousness and transmits it through his leadership range. This is great for hiding around a rock and lobbing bombs behind the rock, or keeping some goblins hidden waiting to strike.
Ströhm Bodyguards-
The Private Militias of No-Dan-Kar- Every time the character he is assigned to, for 2 AP, there is a chance that the damage the character would have taken would be transferred to the bodyguard, but the bodyguard must be in BTB contact with the character. The bodyguards also benefit from Bravery when 15 cm or less away from their assigned character. This is by far the best ability one could have; a “secret service” Goblin if you will.
War Toad-
War Toad- This is a walking mana pot that anyone can use as long as the magician is 10 cm or less away. There cannot be more War Toads that there are magicians in the army.
War Troll-
The Watchjar Goblin (9 AP)- Although he doesn’t come with the nifty “rip your arm off and beat you with it” ability he does come with a watch jar goblin, giving him consciousness and only being able to be attacked from 3 sides instead of four. The watch jar goblin takes care of the back, but if he dies or becomes in rout, considered killed outright for the goblin, the troll is susceptible to attack from behind.
Goblin Clans
There are nine goblins clans worthy of being in the pillars of goblin nobility, but eleven total. The nine clans are Chimes of Bronze, Damned Swamp, X Clan, Black Tooth (Pirates), Thundering Bells, Mounds of Dirt, Black Rats, Helldivers, and Burrowers. The Uraken is not considered a clan because fluff wise, Shogun Uraken’s exile and cultural diversity prohibit it from existing in the pillars of goblin nobility. Yakusa is not considered one because they are seen, in the eyes of Emperor Izothop as a band of rebels who believe what they are doing is in the service of god Rat.
To join a clan every goblin in the list must be part of the same clan, no mixing clans. A character that is part of a different clan may become part of a different clan but as a consequence looses his reserved artifacts and abilities. A non-character part of another clan cannot join another clan under no circumstance. All goblins must pay the clan capacity, but may choose to pay for the solo capacities.
The Black Rats- Is a technologically advanced group of goblins, who specialize in ranged combat, and often mercerize themselves to the highest bidder.
Clan/ Eye of Rat (2 AP); Any fighter with an AIM score and a ranged weapon of some sort, benefits from a +1 on their final AIM result, and ranges are increased by 5 cm. Servants of war machines only gain the AIM bonus.
Solo/ Naphtha Arsenal (5 AP); Can only be given to goblins of rank “Special” or “Elite”. The acquire the equipment “Carburetor “and the ability Naphtha/STR.
Solo/ Desperado (3 AP); Acquires Instinctive Firing ability.
Opinion-This is by far the best of the clans when talking in terms of ranged troops. This clan benefits all things being shot. Not only does it give a +1 AIM and +5 to ranges but also makes it possible to boost the STR of the gun and also Instinctive Firing gives an even bigger bonus. Now with the v3.5 this clan ay be, IMO, the best of all of the theme packs benefiting marksmen. This clan gives an extra bonus to the Bull’s Eye update. And the solos give an even bigger bonus to the Assault Fire part. They real only downfall to this is that it makes people want to get as many shooters into the lists, diminishing the amount of foot troops and front line troops making this list susceptible to attack from troops that don’t die while charging them.
The Burrowers- Goblins that live on the Plateau of Burrowers, near the homeland of Kelt barbarians. They have developed a strong martial culture, even though their crude nature forbade them from using sophisticated weapons and armor.
Clan/ Clan of the Steppes (1 AP); The goblins loose their reinforcement ability and acquire a STR+1 and RES+1.
Solo/ Aggressiveness (Special); Can be given to any non-character with INI/3+. Cost is ATT value +2 AP. He acquires War Fury ability for the game.
Solo/ Ravager (3 AP); Can be given to any troll. Acquires the Implacable/1, if already endowed with it he gains +1.
Opinion- Basically this clan is the “Sessairs” of the Goblins. This clan makes the Goblins stronger but cannot reinforce themselves. This is a big damper on them as they are used to being able to have multitudes of Goblin waves ready for combat. Now what you see is what you get. It does however give I nice little bonus to the trolls which was much needed.
The Chimes of Bronze-The most disorganized clan of the nine. Mostly of freebooters and adventurers, hungry for riches and exploration, they stay away from the capitol, Klûne.
Clan/ Diaspora (2 AP); The players gains one additional reinforcement roll per round, for the lowest AP model, even if it already failed.
Solo/ Getting By (3 AP); Acquires Reflexes.
Solo/ Expatriate (3 AP); Can be given to all whose has a RES/4- (5- for characters). Acquires scout ability. Only 30% of army can be given solo.
Opinion- IMO, this clan was added just to equal up o nine clans. There is no real reason this one is here, not like any of the others were either but this one especially. The extra reinforcement roll is very nice, but it still only counts towards the lowest AP model…meaning if a 6 AP Klûne Militiaman doesn’t get reinforced the first time then he gets a second try instead of the 18 AP Ströhm Warrior that is next in line. Reflexes ability is great for going up against higher INI armies i.e. Ophidians. And since the average RES for a troop is about 3 in a 400 AP army, acquiring 120 AP in scouts will be no problem, and will be quite nice when dealing with low numbered armies i.e. Wolfen and Devourers.
The Damned Swamp- Commanders of the Klûne militia. They replace their titles of nobility and replace them with titles such as General, Sergeant, Captain, etc.
Clan/ Express Conscription (1 AP); Bonus of +1 for the final result of reinforcement rolls.
Solo/ Officer of the Damned Swamp (3 AP); Can be given to characters, he gains a +1 bonus to final result of tactical roll. Natural one remains a failure.
Solo/ Can Opener (Special); Can be given to goblins of rank “Special” or “Elite”. Cost is 2+ATT value. Acquires Ferocious ability.
Opinion- This is obviously the Klûne Militia clan. It is very beneficial to the Special and Elite troops giving them Ferocious ability. This makes the army very formidable towards high RES armies i.e. Griffin Lion, Devs, etc. And now it is a 50% chance of returning a Goblin thanks to the Reinforcement upgrade. Also this clan gives a better chance of winning the tactical roll in a fight against high DIS armies i.e. TNB, Griffin, Lion.
Helldivers - A motley band of marauders whose sole purpose is searching for riches underground, that its brothers seek on the surface. Closer to Darkness than Destiny it makes use of forgotten artifacts pushing it to becoming a Meanders of Darkness.
Clan/ Hidden in Darkness (1 AP); Acquire Alliance/ Meanders of Darkness. Belong to the Meanders of Darkness and not of Path of Destiny. This counts for the acquisition of miracles by a faithful.
Solo/ Antiquary (2 AP); Can be given to non-characters. Acquires Artifact/1.
Solo/ Sorcerer of the Void (3 AP); Can be given to any goblin magician. He can exchange any element he masters for Darkness.
Special ability/ Cult of the Kriss; Army can include up to 15% of armies value in Ghouls of Acheron. Ghouls don’t have access to card’s solo abilities.
Opinion- My personal favorite, as spells are my favorite part of the Goblins. It gives much more flavor to the Goblins mages/faithfuls. Giving them access to the Ira Tenebrae summoning, and Darkness summoning and much deadlier miracles and spells makes this army much more formidable. Also being able to ally any troops that are of the Meanders of Darkness or to have Ghouls of Acheron free of ally cost is most awesome.
The Mound of Dirt - Ströhm nobility has nicknamed the Aegis Mountains the Mounds of Dirt. All members obey without question the ways of the No-Dan-Kar Battle Academy, or N.B.A. This clan acts as a checks and balances for the Emperors absolutism thinking.
Clan/ Ströhm Order (1 AP); At least 40% of the armies value must be with goblins with the ability fanaticism.
Solo/ Ströhm Paragon (3 AP); Can be given to any goblin with fanaticism. Acquires Master Strike/2, if already endowed with it, +1 bonus.
Solo/ Star of the N.B.A. (5 AP); Can be given to any goblin with the Ströhm attribute. Benefits from the COU and DIS of the war-staff or character no matter the distance between them.
Opinion- This is the strongest of the clans, IMO. Giving all Goblins with Fanaticism Master Strike/2 is incredible enough but not requiring the Ströhm Goblins to be within the War-Staff range, to benefit from its COU and DIS that’s just awesome. I think this is the best of the clans as well. I always was particularly fond of the Ströhm models.
The Thundering Bells- This clan includes the most faithful to Rat. Though faith can raze mountains, it can also fail…that’s where the Mountain Breaker comes in.
Clan/ Pastourats (1 AP); Goblin faithfuls acquire Fanaticism. Fighters within the faithful’s aura of faith benefit from Fanaticism as well. An army can consist of 40% of War Machines.
Solo/ Brick Breaker (10 AP); Given to Mountain Breakers. Once per game an AIM roll can be re-rolled. The new roll replaces the old and cannot be re-rolled.
· Solo/ The Chosen One (3 AP); Can be given to goblin faithfuls. If he is victim of a damage roll, 1 T.F. is spent and a die is rolled, on a 3+ the damage is redirected to the nearest goblin within 10 cm.
Opinion- This clan benefits faithfuls and War Machines. It allows all within the faithful’s aura of faith and the faithful himself to gain Fanaticism. It allows from a 400 AP army to have 160 of it War Machine, much better than the 120 normal limit. The once per game re-roll is kind of expensive for what it does.
The X Clan -This clan unites mutants alike in a same group dominated by the preoccupation of anonymity. By a code of honor the clan defends other mutant villages. They also participate in military excursions into faraway lands.
Clan/ Instability (3 AP); Fighters get Mutagenic/-1. If already endowed, then he may choose to re roll the first roll to be replaced by the second roll.
Solo/ Guard of Gore (2 AP); Acquires War Cry/5.
Solo/ Mutant Magic (4 AP); Can be given to any magician, he gains the path of mutation, if already endowed he gains POW+1 bonus.
Opinion-This clan is very much needed, Mutants without Mutagenic ability, it’s an abomination. Wink This also makes the Psychomutants and Gidzzit extremely powerful by boosting their POW by 1 point. This clan also makes the Goblins bound to this clan scary, a very un-Goblin thing.
Pirates- Krill was once a general of the N.B.A. He became notorious for pillaging and no mercy. The Emperor quickly became irritated with him and sent him on a suicide mission to the forest of Diisha. He was missing from battle and was declared a deserter. He soon reappeared with a band of officers and his brother Dhypter, as the dreaded Captain Krill of the Black Tooth.
When the Black Tooth’s crew is complete, the entire goblin Pirates, they gain War Fury for the game. The crew consists of Captain Krill, Mister Dhypter, Kerozen, the Argument, Baron Samedi, two sailors, one diver, and two gunners.
If accompanied by the Black Troll, they gain Bravery. The Troll also gains the two ability bonuses.
Opinion- This was once, in C2, a great clan to use and play. Then in C3 it became useless and very weak because of the 200 AP character limit. Now with C3 they have begun to be seen in the light again. With the update on the cost of spells and miracles it is much more playable. The only thing is the troops they do have are not very strong and die quickly.
Sample Tournament Lists
In the following two lists I will give run down of every troop of what they will do, how they can support other Goblins, and tactics. I will give two lists, one bound to a clan (Helldivers Clan) and one un-themed for variety. The two lists are both tournament legal.
List # 1: “Gob” of the Dead
Kobalt the Cold (60 AP) [61]
+ Clan/Hidden in Darkness (1 AP)
Standard Bearer (9 AP) [10]
+ Clan/ Hidden in Darkness (1 AP)
Musician and Brat (9 AP) [10]
+ Clan/ Hidden in Darkness (1 AP)
Xherus the Visionary (21 AP) [61, 9 Fervor]
+ Clan/ Hidden in Darkness (0 AP)
+ Scepter of Communion (13 AP)
+ The Vellum of the Obscure relic errata pg 112 (15 AP)
+ Inspiration theogonal virtue errata pg 111 (12 AP)
+ Ira Tenebrae Summoning ( 2 Fervor)
+ Contemplation of the Realms ( 2 Fervor)
+ Possession (3 Fervor)
+ Tide of the God Rat (2 Fervor)
Gidzzit the Bell Ringer 2nd (45 AP) [69, Int. 9]
+ Clan/ Hidden in Darkness (1 AP)
+ Solo/ Sorcerer of the Void (3 AP)
+ Bell of the God Rat (20 AP)
+ Summoning of Darkness (Int. 3)
+ Primal Attack of Darkness (Int.2)
+ Scroll of Lightning (Int. 0)
+ Star of the Abyss (Int. 4)
2x Ghouls of Acheron [34]
+ Solo/ Cult of the Kriss (0 AP)
2x Goblins w/ Ball and Chain 1 (16 AP) [18]
+ Clan/ Hidden in Darkness (1 AP)
War Troll (69 AP) [70]
+ Clan/ Hidden in Darkness (1 AP)
Goblin Gasblower (20 AP) [21]
+ Clan/ Hidden in Darkness (1 AP)
2x Goblin Sharpshooters (44 AP) [46]
+ Clan/ Hidden in Darkness (1 AP)
400 AP, 13 Models (17 possible), 8 Cards, DIS/6 + 2D6, 2 Authority.
Three 60 AP average characters that deal out some nasty stuff. Both the faithful and the mage can summon and the character was formerly part of the Damned Swamp clan, but now he has joined the Helldivers clan. The plan is simple let the enemy come to you. Leave the sharpshooters out, some what close by to get a couple of good shots in while the enemy comes to us. Have the Goblins grouped close by and let the calling of miracles begin. The only way I got Xherus to be able to call IT summoning is the Vellum of the Obscure relic on pg 112 and the Inspiration, theogonal virtue on pg 111 both in the C3 rulebook. Since the Helldivers clan makes the cults of faithfuls Meanders of Darkness I gave him this relic that gives +1 Destruction aspect, makes one enemy fighter in the aura of the faithful not be able to re-roll on any rolls until the end of the game as long as he stays in the aura of faith. And the Virtue gives +1 to any aspect chosen by player, in this case I gave it to Destruction, totaling 2 Creation, 1 Alteration, 2 Destruction aspects. Since Xherus is a pure faithful and via the v3.5 rules he can have as many miracles that he wants as long as their total fervor doesn’t equal more than his total aspects x 2. So during deployment everyone crowds around Xherus for the first turn for him to gather up enough T.F. to get Possession, Contemplation, and Tide going. Then have Gidzzit summon the Darkness Elemental first off. Second round comes along and Gidzzit spends 5 gems to bump the elemental, the enemy should be about 1-2 turns away if you set back enough. Sharpshooters are shooting, Xherus is summoning and possessing, and then battle should begin. With roughly 17 models, four of which that can come back by summon and reinforcement for the rest, minus the characters, on the field and the elemental being bumped to its full potential the enemy is going to have one hell of a time busting that bubble. During battle keep the Gasblower with the BnC (Goblins with Ball and Chain), try and keep at least one ghoul with the troll for INI support and keep something with the elemental for INI support as well. Keep throwing out the Scroll, Star and PAoD from Gidzzit. And maintain all of the support miracles from Xherus. Also, I feel I should mention this; KEEP Gidzzit and Xherus out of battle and far away, but close enough to maintain spells/miracles
List # 2: Ströhm Only!
Becbunzen, Ströhm Warrior 2nd (95 AP) [105]
+ Sacred Nut (10 AP)
Goblin Standard Bearer (9 AP) [9]
Goblin Musician and Brat (9 AP) [9]
2x Noble Ströhm Knights (Fierce) (62 AP) [62]
+ Sword
2x Noble Ströhm Knights (Bestial Charge) (62 AP) [62]
3x Ströhm Warriors 3 (66 AP) [66]
2x Ströhm Bodyguards (42 AP) [45]
+ Assignment to Bec (3 AP)
2x Ströhm Warrior w/ Halberd (36 AP) [36]
394 AP 14 Models, 6 Cards, DIS/7 + 2D6
Well, this is a highly offensive and resilient list. Not a single troop has less than ATT4/5 or DEF3/7, with the exception of the War-Staff. Four troops have the Ruthless ability making them very nice in combat and after pursuits. This is a list that can be either a let come to you or ride and meet them in combat. The knights are to be paired, one Bestial Charge with a Fierce knight. Charge with the Bestial Charge to get charge penalties and a STR/10 and engage to get the War-Horse effect. Then charge with the rest of the troops leaving the Ströhm Warriors 3 for last, after your opponent has moved his last, charge with these that are in combat that do not have charge penalties yet and engage in combat that help is needed. Every troop has Fanaticism giving even more bonuses when all out attacking. Keep the troops near the War-Staff to gain the bonuses for high COU and DIS.
This one is from forum member Capt-Krill:
Here is the Goblins of No-Dan-Kar v3.5 Army of the Week, or AotW for short. This AotW is completely revamped, added material, minis, personal opinions on certain things and links. The major changes for this army with the 3.5 rules addition include a major boost in magic and firing, which means many more ranged troops and magic will be seen in many more Goblins lists now. In general these green midgets don’t get much credit towards them, except for the fact that the Uraken Goblins are the most favorite part of the army for the looks. This AotW WILL NOT cover the Uraken Goblins, for Ûzo has gratefully blessed us with the Uraken AotW located here.
When dealing with goblins one should never trust appearances. Their prolific race has multiplied all over Aarklash. Wherever you may go, they will already be there before you. When anger takes hold of them, they gather and swarm over their enemy.
A very long time ago the goblins were the dwarves of Tir-Nâ-Bor’s slaves. At the calling of the god Rat they fled while causing an indescribable panic. So they founded an empire in the swamps of No-Dan-Kar and then spread all over the continent.
Among the goblins there are an impressive number of inventors. Their species is divided into a multitude of tribes of which most would have a hard time naming their emperor, Izothop.
Scattered, the goblins are a nuisance. United by a common language and under the same banner, they become a scourge
General Overview:
1. Faction Abilities:
a. Reinforcement- This ability is endowed to all troops, not characters, excluding creatures. The player with Reinforcements rolls 1D6 per maintenance phase for the lowest AP value fighter. On a 1 or 2 on the die the fighter is removed from the reinforcements, not the game, but the fighter in question cannot be subject to another reinforcement test. On a 3 or 4 there is no effect. And on a 5 or 6 the fighter returns to the game at a maximum of 10 cm from a friendly fighter but not in contact with an opponent. A fighter who returns thanks to Reinforcement is without spells/miracles or artifacts. Also any game effects that were affecting him are now dissipated. One other thing about this ability is that you should never rely on it. It is a gift and a curse if relied upon.
b. Survival Instinct/X - This ability is endowed to all characters. So far it has been SI/6 for the Goblin characters. For every damage roll inflicted, the player controlling the intended victim rolls 1D6, on a roll equal to X the damage is negated. Since the Goblin characters cannot obtain Reinforcement they get a chance of survival given to them. This is one of two factions with multiple race abilities, Ophidians being the other. This is an awesome ability but it is very much the same compared to Reinforcement in that it is a blessing to have but not to be relied on.
2. Strengths – Extreme versatility, numbers, average INI and non-elemental hindering magic.
3. Weaknesses – Crap for stats in general/a lot of death. Laughing
The Goblins have some of the greatest army combinations. One of the great things about the Goblins is that they have so many different types of troops to choose from; the mutants of the sewers of Klûne, the militia of Klûne, the Ströhm order of the N.B.A. a.k.a. the No-Dan-Kar Battle Academy, the science Goblins, religious extremists, Uraken and Yakuza clan Goblins, and finally, but not limited to, pirates. They also have monstrosities like ogres and trolls tamed to do their biddings. However simple they may seem to play, this is a mistake. These guys are quite complex, but fun. Nobody really told me what was the simplest army to play so I chose it on looks. Thanks to Onikage I found the forums and began to unfold the 2 year work in progress history of becoming an extreme Rackham fan and a simple want to become a pro/better-than-intermediate painter as a hobby. I quickly found out the curse of the Green Swarm is on both sides. Most of the blisters come three to a pack and I thought “hey that’s a steal; 8-12 bucks for 3 minis,” quickly I found out that this wasn’t the case, the actual reason for it being so cheap was to help save some money for the aspirin needed for the headache these guys cause both you and your opponent. As someone great once said, “this is not an army for winning but for annoyance of your opponent is the true goal.” Wink In this write up I’ll discuss all of the various troops, characters, clans, and of course all artifacts, spells and miracles that come with the troops. I’ll give a few “melting pot” lists, at the end, giving a little taste of everything. Each of armies will have one themed and one non-themed list.
Table of Contents:
1. Characters
2. Troops
3. Artifacts, Special Attributes, Spells and Miracles
4. Goblin Clans
5. Sample Lists (2)
~Alphabetical Order~
Key: The models marked by a colored asterisk indicated whether it is bound to a specific clan.
White *- Black Rats Clan
Red *- The Burrowers Clan
Blue *- The Chimes of Bronze Clan
Green *- The Damned Swamp Clan
Black *- Helldivers Clan
Orange *- The Mound of Dirt Clan
Cyan *- The Thundering Bells Clan
Teal *- The X Clan
Purple *- Pirates a.k.a. Black Tooth
OOP- Out Of Production model
CO- Card Only
SE- Special Edition i.e., art cards.
LE- Limited Edition i.e., 1/2000 blisters type thing
NOTE:
All of the artifacts special abilities and spells/miracles are discussed in the third section of the AotW.
Goblin FAQ:
Q: Do Goblins need a big beat stick to win?
A: No, Goblins have more than enough strengths and variety to take on any army that is thrown at them.
Q: How many Goblins are in a standard 400 AP list?
A: Lists Range depending on a swarming list or a powerful (not to be confused with a Power-Gamer) list. Swarming lists consist of 16-18 models. Powerful lists contain roughly 8-12 Goblins.
Q: Is Baron Samedi a character?
A: No, he is not considered a character.
Q: Is the Crow a Goblin?
A: Undecided, it is believed by some that “it” is a rogue Goblin, me for one. But others believe he is a spirit in armor. As for the official response; Rackham has no answer.
Q: How would experimental rifle of Goblin Sharpshooters work now in v3.5? When is dice rolled to determine modifier to range? Before or after of determining point and imaginary line?
A: Before.
Q: Which happens first during a Free Company creation when using the Yakusa or Burrowers clans theme; pertaining to Yakusa, do Goblins with Reinforcement gain Survival Instinct/6 and benefit from Survival Instinct/5 in a FC? Pertaining to Burrowers, do the Goblins with Reinforcement gain STR/+1 and RES/+1 as well as Survival Instinct?
A: Yakusa: No, the fact that you are playing a different game than Confrontation® the Dogs of War rules take into effect before any clan benefits, they would benefit from Survival Instinct/6 and not 5.
A2: Burrowers: No, see above. The would benefit from Survival Instinct/6 only and not Survival Instinct/6 and bonus +1 to STR and RES.
Common Guidelines for Goblins:
Goblins do not need a War-Staff but it is recommended due to their low DIS and COU stats.
Goblins are weak but don’t underestimate them, they can be a challenge.
Goblins have a great strength, numbers. But you don’t need them to be effective
Characters
Azzoth the Treacherous (29 AP)- A great low cost character. He is an awesome low AP game leader. He comes with Leadership and Bane/Bravery abilities making him excellent against those pesky Griffin Wink . He’s an excellent 29 AP character to soak up points and get some good beatings in paired up with someone else. With the stats INI/4, ATT4/6, DEF4/5 just be sure to pair him up with something else when taking on hard hitters or he’s a pretty expensive lump of metal one the table and not the game board. He may be great at leading low AP games but in higher AP games he’s not that much better than some of the more expensive elite troops. I’d recommend he stay out of the bigger games unless you are bringing him in for support.
The Babayagob (82 AP)-This witch got a major boost in the v3.5 rules update. There are some great combos out there to give this witch that was way to expensive to do in the previous edition because of her base 82 AP cost. She by herself is like almost all other mages out there; pretty low HTH combat stats with the exception of an astounding INI/7; ATT3/3 and DEF3/6. But what she lacks in HTH she sure does make up for in magic power and a rocket launcher. Being a POW/6 Adept of Fire and Air/Sorcery and Typhoonism mages gives her some great choices in spells to give her for some pure power or some awesome boosting spells for the goblins out there. The rocket launcher is a handy piece of equipment seeing as it isn’t Artillery so you could use Assault Fire or Bull’s Eye with a STR/10 shot, but on top of that she has Harassment and of course you could always boost the strength of the shot with a spell of some sort. She comes with two artifacts, Broom of Zoukhoï and the Hands of Oxyde, and three spells, Illusion of the God Rat, The Stolen Kiss, and Voluptuous Seduction.
Baron Ozöhn (1st) (100 AP)- This is the first of many Baron Ozöhns released. Think of this one being like a petty-officer or a private in the military. His stats and cost go hand in hand; at 100 AP INI/5, ATT5/5 and DEF5/8. This is one of the mounted baron versions with a big gun. A great strength that he has is an AIM/4 and a STR/8 gun; with the new rules he will be awesome when using Bull’s Eye. He also has another strength that some may overlook and just out of habit calls it a dampener because of the problem it bares. His MOV/20 is a great thing to have on this version because if he doesn’t charge and just move his basic MOV/20 he can stay with a War-Staff, if there is one, and fire away, just at a penalty for moving. And this works great for his War-Horse ability. All of the Baron’s versions have the Personal Enemy/Kaël the Irascible ability. He is a great leader and a strong mounted troop with some great strengths and minor weaknesses. The great Baron comes with a special capacity; Baron Ozöhn’s Hunts.
Baron Ozöhn (2nd) CO (120 AP)- This version isn’t my personal favorite of the Barons in that he is only a card from the Second Incarnation card pack. He comes with a few modifications, increase in stats INI/5, ATT5/6 DEF6/9, and a 20 AP cost boost. This is the Sergeant of the Barons. Instead of War-Horse he gains Harassment, a few bumps in stats here and there. The main thing is though he looses the first incarnations special capacity instead gains a STR/7 +1D6 shot. He too is a great leader, a little bit better, in stats, than the first incarnation but without a model.
Baron Ozöhn (mounted 3rd) (105 AP)– This is my favorite version of the Baron because he can be equipped differently. This version basically beat the C.O. in the face in a drunken rage and got demoted! Laughing A slight change in stats, base INI/5 ATT5/5, DEF6/9 and a little bit of an abilities mix up and you have the new and improved, much better sculpt, 3 different profiles Baron third incarnation. In my opinion he supersedes all other versions, with the exception of the foot version. For 15 points less than the second and 5 points more than the first he is a steal. Depending on what profile you give him he can be used just down right awfully. This one, IMO, is the best leader version of the mounted Barons. He also cannot use the Baron Ozöhn’s Hunts special capacity that is seen with the first incarnation. You can make him a knight, a warrior, or a marksmen. His special capacity, including the 3 profiles is seen in the third section.
Baron Ozöhn (foot 3rd) (75 AP)- Now here is the fourth release of the Barons. Some jacked his horse and now he has to sneaker-net it across the battlefield Wink . For 30 AP cheaper than the cheapest version of the mounted barons he is almost on par with them in stat comparison; base INI/5, ATT5/5 DEF6/9. He is one of the top 3 best foot leaders in the Goblin army. He like the third mounted Baron can be equipped differently to best suite you against the army you are facing. A fantastic leader. Can be used for any army and whatever the case may be he can cope with it. Well-rounded in all stats for a leader. You can make him a warrior or a marksmen. His special capacity, including the 2 profiles is seen in the third section.
Becbunzen (75 AP)- Bec, for short, is another one of the top three leaders of the Goblins. He has solid, well-rounded stats; INI/5 ATT6/7 and DEF6/9 for 75 AP. One of the better of the top three leaders, having great stats and capable to cope with any army he is put in. He comes with Fanaticism and the Ströhm attribute making him a viable option when playing the Mound of Dirt clan. He comes with the Mad Mace artifact.
Becbunzen, Ströhm Warrior (2nd)*SE (95 AP)- Well here we have the upgraded version of Bec. A little stronger and with a change up in abilities and artifacts. With an INI/6 ATT7/7 and DEF6/9 for 95 AP he becomes a little bit more formidable in combat. He is the first Character of the Mound of Dirt clan released. He is the second of the Goblins to have the ability Ruthless making, one, a trend in the released models of the Mound of Dirt and second making him an even deadlier opponent in combat. He comes with naphtha armor to boost his STR even more. IMO with the Counter-Attack rules in v3.5 he, even loosing his artifacts to join another clan, is quite possibly one of the better leaders in the Goblin army. He comes with two artifacts, The Sacred Nut and the Mad Mace (2).
Captain Krill* (70 AP)- Well what can I say about the great captain of the Amphibious ship; the Black Tooth? Of course by now by the name you can probably guess that Captain Krill is my favorite Goblin model. He has the most interesting background and also Krill is another great leader. He is a character with decent stats, INI/6, ATT5/5 and DEF5/4, for the low cost of 70 AP. The only real downfall to Krill as a leader is that he has a shoddy DIS/3. What he lacks in leading power he makes up with abilities and combat power; as one example shows conceivably obtaining 6 combat die with just his War Fury and Born Killer abilities and artifacts. Even with a war-staff bonus it’s still quite low for leading an army into battle. He comes with two artifacts, the Skull Splitter and the Stone of Survival.
Cyanhur (128 AP)– This, IMO, is one of the best pure assassins in the game. He has astounding stats and abilities that make him rival even the toughest of characters. With INI/8 ATT8/6 and DEF6/7 he can be extremely competitive. Also with his Ambidextrous and Vivacity abilities he becomes even more deadly for only 128 AP. The only downside to him is being an assassin which, cut short, means he sucks as being a leader when facing fear causing armies. He will do just fine without a War-Staff. Now with the new v3.5 Confrontation ruling on Ambidextrous he becomes an extremely powerful assassin. And if he gets into a melee that he cannot finish by that round, his astounding INI/8 and Vivacity allow him an automatic disengagement on three foes or less making him even more powerful. He comes with two artifacts, his Fuse Bombs and his Mask of Strycnius, and also a Special Capacity involving the Yakusa clan.
Deuterium, Goblin Mutant CO (40 AP)- One of the cheapest characters with leadership in the game. He has decent stats for his 40 AP, ATT 4/6 DEF3/4. He is great for demoing or just soaking up points as back-up character help. I wouldn’t really rely on him as a main character, unless he’s being used in a demo game or something smaller scale. Maybe throw him in there in a Clan X list to give some help to the other mutants and mutagenic points.
The Eater of Brats (299 AP)- Master Sulfur, coming later on, mounted on the Red Troll. Coming in at 299 AP value he is the most expensive character for the goblins thus far. Although too expensive for any normal tournament C3 game, unless referring to Rag, he is great in the Big Boy Battles. He comes with a nice range of abilities, including Possessed, Regeneration, Born Killer and Recuperation/3 to name just a few. The EoB has the main characteristics of a troll and a master mage combined into one uber Goblin; MOV/20 ATT6/16 DEF2/13. This master mage is nothing to sneer at, not to underestimate it as neither a mage nor a combat efficient killing machine. The only downfalls that he carries are that he doesn’t have the leadership ability, and has a low DEF/2, which is low even for a Goblins which is understandable for a master mage riding a troll.
Gidzzit the Bell Ringer (1st) (24 AP)- This is possibly the second best mage per AP cost. At 24 AP a POW/4 Initiate of Air/Sorcery pure mage, with the new emphasis on spells in v3.5 he can dish out major damage or pump up the Goblins which are always helpful and welcome. He is, however, about as combat efficient as a two year-old with a clapper; INI/5, ATT2/1 and DEF2/4. Like all of the other mages in the Goblin army none of which are capable of becoming a leader. He comes with the artifact, the Bell of the God Rat and two spells, Whirlwinds of Precision and Scroll of Lightning.
Gidzzit the Bell Ringer (2nd) CO (45 AP)- Here is the much needed upgraded form of Gidzzit. He, IMO, is the best mage for AP cost in the Goblins. At 45 AP with INI/5 ATT2/1 DEF2/4 he doesn’t seem much different, but he is now an Adept of Air and Earth/Sorcery and Mutation POW/5 mage. Much more powerful in the magic speak but crap for stats once again…but there is a definite change with Mutagenic/0 he also has the Personal Enemy/Pilgrim the One-Eyed a dwarf who really aren’t that important… Laughing Wink. This is a great mage but it would be better to keep him out of combat.
Golborak (225 AP)- Golborak is a mad scientist, he and his two little helper brats, Cestode and Trematode, built a suit of armor that runs on steam technology that they have stolen from their rivals, the Dwarves of Tir-Nâ-Bor. Golborak is the Living Legend for the goblins, coming in at 225 base AP making him the second most expensive Goblin. Although he may be a nice thing to think about playing in a regular confrontation game…he’s best kept for a Rag or a Battle of the Big Boys game. He has insane stats for any regular Goblin; INI/5 ATT9/9 DEF8/10. He comes with three artifacts, Cestode and Trematode, the Arsenal of Demolition, and the P.U.N.C.H., also a special capacity, the Golgoth Armor.
Goreth the Massive (116 AP)- The master of the X Clan. A fat glob of…fat with some traces of muscle hidden beneath the fat Wink . He is probably the nastiest thing in the Goblin army that is a nice beat stick. He is capable of being a leader indefinitely and his stats INI/3 ATT5/10 and DEF4/11 give him a nice rounded stat line and with a mixture of abilities like Mutagenic/1 and War Cry/8 he is a very formidable character. He comes with a special capacity and his Mushroom artifacts.
Kerozen the Tentacular* (34 AP)- Here is another member of the Pirate clan, Kerozen. Interesting character Kerozen fluff wise. An infant kraken attached himself on Kerozen’s back on a deep sea dive. For 34 AP he is a POW/4 Initiate of Air and Water/Sorcery. Like so many other of the mages mentioned he is someone best kept out of combat situations. His INI/4 isn’t so bad, it’s his ATT4/3 and DEF2/3 that make him a non-combatant. His Additional Limb ability may let him survive a few more rounds than intended without it but it’s not something to rely on. He comes with a special capacity, the Kraken’s Companion and two spells; Gust of Corals and The Kraken’s Tentacles.
Kobalt the Caustic (1st) (44 AP)- This guy is a fantastic, low AP, soaking up points character. With an awesome stat line for 44 AP INI/5 ATT5/6 DEF5/7 with Fencer makes him quite awesome for a character and with the new rules on Counter-Attacking makes him even better for soaking up points. He comes with an artifacts, the Chiming Armor.
Kobalt the Caustic (2nd)* CO (60 AP)- Again a fantastic low AP, AP soaker character. But with some changes in stats, abilities and now with bound with the Damned Swamp clan. He now becomes a character able to be the third part of a War-Staff and INI/5 ATT5/7 and DEF5/7 he is a little bit more sufficient than the first incarnation. Even with changing his name and no longer being able to use the Chiming Armor he is an excellent leader.
Mister Dhypter* (39 AP)- Well sorry to say Captain Krill’s brother is nothing like Krill himself. He has a harpoon that he launches, but at a horrible range STR/4. Although is INI/5 is nice, his other stats are below average for a character that is not a faithful or mage. At 39 AP ATT 3/4 DEF 4/3 is just plain insulting considering Krill’s cost and stats. His sharp shooter ability is nice when concerning his harpoon and with combining Assault Fire or Bull’s Eye he can become quite a nice marksmen when needed.
Shûb Prophet Goblin* CO (40 AP)- This is one of the coolest looking drawings for a Goblin, IMO. And not only that but he is also, for his cost, very nice in combat; INI/4 ATT4/5 and DEF4/6. He is the first of the Helldivers clan to be released. He is a Devout that has one creation and one alteration aspects, but as a Warrior-Mage he is allowed only a total of miracles that have a Fervor amount of 2. This doesn’t leave much room for many miracles but there are a couple out there that would be extremely useful for support. He comes with the Rat Skin miracle.
Sulfur (151 AP)- With the v3.5 rulings on mages and spells Sulfur now became an awesome Confrontation mage and not just a Rag mage. He one of few Master mages of the game, the others being in the Lions, Acheron etc. Being a POW/8 a Master of Air, Fire, and an Element of you choice plus the paths of Theurgy, Shamanism, and Sorcery and accompanied by Recovery/3 ability, Sulfur has access to lots of spells that can help his fellow Goblins out and wreak havoc for your opponent. Although his magic powers are unsurpassable but by a select few, his combat skills do not show the same resemblance, his INI/8 is extremely good when concerning who hits first and disengagement rolls but his ATT4/5 and DEF6/5 are ok when comparing his 151 AP cost and a mage, as most of ya’ll may know, if you’ve seen the movie in my signature, mages aren’t known for their armor Wink . Because he is a level three mage he cannot be used in regular tournaments but as a friendly game IMO he would be incredible to play as a part of scenario. He comes with three artifacts the Gem of Mata-Kata, Asphixia’s Wedding Band and Sulfur’s Boutique, along a special capacity and the Troll Effect spell.
Xherus the Visionary (21 AP)- Being Goblins, acquiring T.F. is not much of a problem for a faithful when being surrounded by almost a 10-12 average number of Goblins. The only thing is what are you going you give the cheapest Goblin character for miracles? Being a devout two creation and one alteration aspect gives him some nice choices for support miracles, but unfortunately he isn’t a fighter either, INI/4 ATT2/3 and DEF2/3. He comes with one artifact, the Scepter of Communion, and two miracles, Tide of the God Rat and Contemplation of the Realms.
Troops
Baron Samedi* (15 AP)- It was once talked about whether the good Baron Samedi is a character; this is not true, he is, in fact, a troop and it is conceivable to have an army of just Baron Samedis. This is by far, IMO, the best model Rackham put together fluff concerned and sculpt in general. It is said that the Baron is actually a Goblin brain inside a monkey body. This monkey is not fit to be a soldier but with its INI/5 and Vivacity ability it’s hard to keep him out of combat for support. His ATT1/1 and DEF1/1 are definite deciders for who he should be accompanying in combat. He should never fight anything by himself. He does however have a redeeming quality besides the INI/5; he is endowed with a STR/6 musket, giving him the right to Assault Fire and Bull’s Eye abilities.
Black Troll* (80 AP)- This is the second strongest troop available to the Goblins despite the fact it being the second strongest troll. IMO, included in the Pirates Clan with full bonuses he is the strongest. He comes with an INI/1 ATT5/15 and DEF3/14 this guys can definitely lay down the beating and with the bonuses he can definitely lay down the beatings even more. Considering neither the Black Troll nor the Baron Samedi can be used in any other army except for pirates or during friendly games the both of them make a perfect pair. With their coincidence MOV/12.5 the Barons and the Black Troll can move together will be getting an automatic INI/8 while paired up together. One downfall to his incredible stats is his INI/1; I almost never take him by himself in a battle. He does, however, come with the Arm Ripper special capacity.
Cyclops Gong Banger (26 AP)- This is the first of three musicians the Goblins have, so far, to offer for a War-staff. And he is also the best in combat, but however, he is the most expensive by more than double the cheapest musician. With INI/4 ATT4/4 and DEF3/5 with Regneration/5 and Rallying Cry he is a nice Standard Bearer and combatant. He does come with the Howling Gong artifact.
Goblin Archer (10 AP)- One of the many various “made for shooting” ranged troops in the Goblin line. These are Goblins that need multiple of them and also need to be far away from combat. Think of these guys basically like the Britton archers. Good at shooting but die at the first sight of weapons and warriors. For 10 AP a pop with the average INI/3 and ATT2/2 and DEF2/2 these guys do not want to see combat.
Goblin Diver* (17 AP)- A Goblin of the Pirate clan in a diver suit. For 17 AP this Goblin is nicely equipped with stats for combat but the only thing that is a downfall for this one is an INI/2, his attacking skills aren’t much better than any other low cost goblin, ATT 3/4, but he sure can take some hits with a DEF 3/7.
Goblin Filibuster* (7 AP)- A basic foot troop for the Pirates. These guys are cheap and start to add up in numbers. Just be sure to keep them accompanied by more of themselves or with some other goblins. These guys are not the best of fighters. They have the average INI/3 ATT3/2 and DEF2/3.
Goblin Gasblower 1 (20 AP)-These guys are troops that are going to have to be paired with something in combat. They are made especially for pairing with other Goblins. They have the average INI/3 but their combat stats suffer a bit ATT2/3 and DEF3/4. But their stats alone are not the reason for them being needed in close combat or at least supporting close models, the reason is for have the special capacity; the No-Dan-Kar Cleaners.
Goblin Gasblower 2 (20 AP)- See Gasblower 1
Goblin Gunner/Buccaneer* (10 AP)- There are two names for these guys but they are the exact same thing. The only difference is where to get em. One is from a blister with an artifact, and the other from the Goblin Pirates clan box (OOP). These guys are the ranged troops for the Pirates, they come with a STR/5 musket. They are special in that they can man the Argument. But these guys are not for combat; Gunners their name and shooting’s the game. They come with two artifacts, the Tattoo of Recklessness and the Argument.
Goblin Lancer (6 AP)- These are one of the more resilient roadblocks of the Goblins. With average INI, ATT2/2 and DEF2/4 a few of these guys will stay alive a little longer and possibly do more damage while being wounded instead of being dead. But with the exception of filling in numbers and roadblocks these guys aren’t much use unless you want to send them to their doom and tie up an Abby or something big for a turn or two.
Goblin Marauder w/ Club (4 AP)- There is many types of “roadblock” troops, these are one of them. These guys are the cheapest model in the game. And also the sorriest excuse for a troop. Laughing They’re just for filling in numbers and making cheap roadblocks. But don’t expect them to last very long. They have of course the average INI/3 but their ATT2/1 and DEF2/2 are what make them suffer so much.
Goblin Marauder w/ Sword (4 AP)- See Goblin Marauder w/Club. The only difference is the weapon it’s wielding.
Goblin Minelayer (14 AP)- These guys are the only servants to the Mountain Breaker. Some decent stats for HTH combat; INI/3 ATT2/2 and DEF2/2, if it ever came down to it, but since the Mountain Breaker has 120 cm range, I don’t think there would be much combat going on near the BFG, unless there are scouts. Just as a precaution it would be wise to keep maybe two or three goblins near it for support if needed
Goblin Musician and Brat (9 AP)- The cheapest musician of the three goblin musicians. Really low stats, ATT 2/2 DEF2/3, but what do you expect for 9 AP. Not the typical HTH fighter, it’s better off keeping him outside the combat zone but close enough to still make the war-staff.
Goblin Mutant 1 (14 AP)- A good 14 AP troop. Nice stats and abilities, ATT 3/6 and DEF 2/4 with Mutagenic/0. Only damper on this troop would probably be the DIS/1 he unfortunately has, but can be easily remedied by being inside a war-staff.. He is a great HTH troop and paired with more goblins he can be quite deadly.
Goblin Mutant 2 (14 AP)- An even better troop than the first type. Even better stats for the same cost value he gets a different, and IMO, better ability. With an ATT 4/7 DEF 2/5 and Additional Limb, he can be a very effective support troop. He unfortunately has the same DIS/1, but like the first type this can be fixed, by simple tactical placement.
Goblin Prophet (21 AP)- Like almost all other goblin faithfuls, the Prophet is mainly for support miracles. His HTH stats are decent for an 18 AP goblin faithful, ATT 3/4, DEF 3/5. But with Bravery and Warrior-monk abilities and the v3.5 isn’t going to do much in the miracle calling department, but possibly something with the Children of Rat special capacity. He also comes with the Rat’s Wrath miracle.
Goblin Psychomutant 1 (25 AP)- A great fighter and mage. He comes with Mutagenic/0. One of he cooler sculpts of the Goblins. He is better suited for combat with Mutagenic and INI/4 ATT5/5 and DEF3/3. He comes with a few good spells that he can use and there are some others that he can use for support and attacking bit his options of spell choices are limited because of his Warrior-Mage ability and 3.5. He comes with two spells, Juicy Appendix and Instantaneous Mutation as well as the Goblin Mutants special capacity.
Goblin Psychomutant 2 (25 AP)- A great fighter and mage as well as the first version but with some differences. Instead of Mutagenic he comes with Flight. A great combo for flying at level 1, cast a spell, dive bomb the target. Almost like a mutagenic boost IMO. Good fighter in HTH with INI/5, ATT 6/6 and DEF 3/3 after dive bomb. Although his options of spell choices are limited because of his Warrior-Mage ability. He comes with two spells, Hysterical Flight and Psychic Attack, as well as the Goblin Mutants special capacity.
Goblin Sailor* (5 AP)- Part of the goblin Pirate Crew, these guys are just there to make up model count. Their stats are ok for 5 AP,INI/3 ATT 2/3 DEF 2/1, if these guys get hit they are going down plain and simple, but if they land a hit they might do something, heck a stun is better than nothing. Once the clan bonuses kick in and paired with a Gasblower they might cause some damage.
Goblin Sharpshooter LE SE Card (22 AP)- These, thus far, are the best, IMO, “made to shoot” ranged troops for the Goblins. And now with the new v3.5 rules they became even better. He comes with a STR/3 rifle with Harassment, though, he isn’t a fighter for his stats in HTH combat are ATT 2/3 and DEF 2/5. It’s best to keep the group of them away from combat and just single out fighters out in the open. He comes with the Experimental Rifle special Capacity.
Goblin Standard Bearer (9 AP)- The cheapest standard bearer of the three goblin standard bearers. This guy should not be in combat; not that any SB should be in combat unless they have insane stats, I just thought I’d remind you that not only is an important part of a war-staff, but his HTH stats are really low, ATT 2/1 DEF 2/3. This SB does come with an artifact, the Living Standard.
Goblin w/ Ball and Chain 1 (8 AP)- Cheap goblin mainly for roadblocks. With ATT 2/5 and DEF 2/1 he wont last long but with War Fury he may be able to do some damage, and pair with a Gasblower, a group of three will certainly do some damage. Just like a lot of the goblins, they need to be paired or in a small group of them to do some damage.
Goblin w/ Ball and Chain 2 (8 AP)- See Goblin w/ Ball and Chain 1 The 2 profiles are exactly the same just different sculpts.
Golgoth Prototype* (55 AP)- Another one of the few with a permanent Clan. Part of the Black Rats clan, the Golgoth Prototype is a nice piece of ranged and HTH machinery. With an arsenal STR/7 15-30-45, Assault Fire, an average AIM/3 and now the v3.5 rules he can do some major damage at range. But what makes him very useful, IMO, is his abilities combined with his stats for 55 AP. ATT6/7, DEF5/8, Implacable/1 and Brutish Charge he is extremely powerful for a Goblin. But as a Goblin manned machine his COU and DIS scores suffer. In a group of two or more they can be a great team for ranged support or paired with some other goblins they can be a power horse for pushing through the lines.
Klûne Militiamen (6 AP)- Cheap grunts with options. For 6 points you get the basics, ATT2/1 DEF2/2, low almost everything, with an average INI/3. You can equip these little devils three ways. Axe; makes them into a trained martial goblin that can land some blows, but not always damage with them, ATT+1. Sword; he becomes a 6 AP roadblock goblin, giving him a boosted DEF+1. And finally the Mace, making him a power horse in a sense, STR+2. Just don’t go run these guys without a war-staff, they wont get far with a COU/1 and DIS relying spells can cause major havoc for these guys. These are great for boosting your forces numbers, to way out number so armies. Strength in numbers is a good principle when facing low model count armies.
Mountain Breaker SE (84 AP)- This is the B.F.G. of Confrontation®. With 8 S.P. and a RES /17 he can take a lot of hits from grunts and some damage and keep on…trucking by being pushed due to his Immobile status. This is an incredible machine, and with the right timing and ammo you could cause some serious havoc and discomfort to your foe. Ranges on the cannon are ‘no short range’-80-120 Heavy Artillery/Zone. Only Goblin Minelayers can be the Mountain Breaker’s servants. But anyone with an AIM/3+ and a DIS score can be a substitute with some penalties. It comes with 4 types of ammo and an explanation.
Noble Ströhm Knight (Box Set) (31 AP)- These, including the other knights are the only mounted troops of the goblin army, with the exception of Sulfur and the Red Troll. The latest version released with much better sculpts; the Noble Ströhm Knights are very good for front line or back line troops depending on the profile. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat. There are three profiles, which you can choose from. All the stats are the same, no change but one; an ability. The three abilities to choose from are Scout, Fierce, and Leap. They can also be equipped differently, the sword gives them the War-Horse ability, and the Lance gives them a STR/10 when charging which is not so powerful in v3.5 now with the ruling on models with a charging STR/X. Depending on the profile and weapon chosen they can be great surprise troops or first into battle troops.
Noble Ströhm Knight CO(31 AP)- The Noble Ströhm Knight included in the Warriors of Rag Card Pack has a little bit of difference. It comes with only a lance, same STR.10 when charging, and it comes wit Bestial Charge for the same 31 AP. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat.
No-Dan-Kar Fishbone Bearer (43 AP)- This is the most expensive of the Standard Bearers available to the Goblins. A good versatile, but expensive standard-bearer. With ATT 5/3 and DEF 2/3, he doesn’t seem like anything but a 43 AP SB that can land some hits. With his Additional Limb whichever the occasion calls for he can become a SB that blocks a lot of hits. He comes with some bombs, like Cyanhur, but just frag grenades STR/3. He comes with the Giant Piranha Bone special capacity.
Red Troll (105 AP)- Quite possibly the best, straight cost for cost no bonuses the best Troll of the game. At 105 AP he can seem like a gamble when you're building your army. However, he is worth every point and the numbers can be made up with low AP Goblins. However, compared to the Black Troll, he gains Born Killer, Possessed, and Implacable/1. These added abilities are what make him so good. With a DEF/0, the possibility of defending any attacks is slim to none so all of your combat dice will usually be placed in attack with you relying on his RES/13 and Regeneration/5 ability. Once you've made your first attack, ATT6/16, the only thing that can stop the Red Troll is a lucky boxcar or a Fierce fighter.
Ströhm Bodyguard (21 AP)- Great troop to keep by Characters. Great HTH fighter with stats, ATT 4/6 DEF 4/7 and an average INI. He is after all named a bodyguard so he is supposed be with a character in battle with his special capacity, the Private Militias of NDK.
Ströhm Knight (27 AP)- These are the first of the Ströhm Knights released, cheap with lesser stats but if you don’t want to spend 31 AP for the Noble version these will do just fine, after all a knight is a knight. ATT 4/4, DEF 4/8, INI/3, pretty close to the new profile just a bit of difference. They have the Lance and Bestial Charge, just like the Noble Ströhm Knight from the Warriors of Rag card pack.
Ströhm Warriors 3 (22 AP)- These are the first troops with the Ruthless ability. Nice combat stats, INI/3 ATT4/6 DEF3/7. With Ruthless these are great troops to put at the front line and let the enemy charge them first. Although it would be best to add some support Goblins.
Ströhm Warrior 1 (18 AP)- Great standard foot troops. These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT4/5 and DEF3/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more offensive of the warriors.
Ströhm Warrior 2 (18 AP)- Great standard foot troops. A little bit different than the Ströhms with Halberds These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT3/5 and DEF4/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more defensive of the warriors.
War Toad (15 AP)- One of the more comical models of the goblin line, a toad with a cauldron of mana gems atop his head. He is a great model to pair with a magician, or warrior-mage. This toad once used to be a Ströhm Warrior, but now with a MOV/7.5, INI/7 and RES/7 and Hard-Boiled he’s nothing more than a sitting duck waiting to croak. Wink (no pun intended)
War Troll (69 AP)- This is a distorted image of the Black Troll. Cheaper in cost, but also his stats aren’t as good, but still pretty nice for a 69 AP troll. With a RES/12 and STR/12 he can still take some hits and still dish it out; that is if he hits with an ATT/5, which is better than most goblins. Again his pathetic INI is a damper for him, so he’ll need someone to tag along wit him to get a better INI. With Regneration/5 and survival instinct he is built, it seems, to live. He comes with the Watchjar Goblin artifact.
Artifacts, Special Capacity, Spells and Miracles
Key: The bullets marked by a certain colors signify whether it is an Artifact, Special Capacity, or Spell/Miracle.
Red- Artifact
Orange- Special Capacity
Green - Spell
Gray - Miracle
The Babayagob-
The Hands of Oxyde (25 AP)
The Broom of Zoukhoï (20 AP)- Babayagob acquires the Flight ability but cannot go past level 1. This makes her incredible and much more versatile. The only thing wrong with this is that her movement is a D6 x 5. She either stays put, natural one, or she can charge 60 cm, natural 6. This movement is both for ground and aerial movement. Whatever she rolls for the movement, the cm she can pursuit is 10 cm. This is great but who would want to pursuit an 82 AP base cost mage when she can heat things up with spells? I personally will now be taking this artifact when I use her as spells don’t take up 50 more AP out of a list due to v3.5.
Illusion of the God Rat (25 AP, Int. 5) errata pg 184- All miniatures within 50 cm of the magician must make a COU test with difficulty of three. The magician can spend one to five fire gems to boost the difficulty in a one to one ratio. This spell is great going up against armies with lower COU/FEAR ratings and fighters that are caught off guard (out of a War-Staff range).
The Stolen Kiss (13 AP, Int. 0)- The target must make a DIS roll of the difficulty of the spell. If he fails then he moves toward the magician, if he comes into base-to-base contact the target can only defend. Each round the target can attempt to disengage, with a DIS roll. This is great for putting some bigger models out of combat for a round or two, and even better with the combination of the Stolen Kiss spell.
The Stolen Kiss (14 AP, Int. 4)- Roll 2D6, if the die are a double 4, 5 or 6 then the miniature is Killed Outright. If the target was under the Voluptuous Seduction spell, then any doubles cause the K.O. This spell would is incredible now that it is basically free of cost and is a nice little gamble for a small price. This spell is reserved for the Babayagob.
Baron Ozöhn (1st)-
The Baron Ozöhns Hunts- his weapon isn’t like an ordinary weapon. Think of it as a “you hit one, you hit ‘em all!” Once you have passed the aim test, who ever you hit everyone in base-to-base contact with the target is hit, STR/6. This special ability is awesome when you are firing into a fray with a model you can afford to lose, or a Fierce model.
Baron Ozöhn (mounted 3rd)–
Baron Ozöhn (Rider)- The good baron can become three different profiles; a Ströhm Knight, for 6 AP, a Ströhm Warrior, for 10 AP, or a Goblin Sharpshooter, for 18 AP. If he chooses to be a knight then he gains the Ströhm attribute, a lance with STR/10 when charging effect, and STR/+1. If he chooses to be a Ströhm Warrior then Baron gets the Ströhm attribute, a sword and acquires a STR/+2 and the Fencer ability. This profile basically makes him into a foot troop that is great at dishing out damage and being sneaky about it. If he chooses to become a sharpshooter he gains an STR/5 Experimental Rifle the Harassment ability and Light Artillery (perforating).
Baron Ozöhn (foot 3rd)-
Baron Ozöhn- The good baron can become two different profiles; a Ströhm Warrior, for 10 AP, or a Goblin Sharpshooter, for 13 AP. If he chooses to be a Ströhm Warrior then Baron gets a sword and acquires a STR/+2 and the Fencer ability. This profile basically makes him into a foot troop that is great at dishing out damage and being sneaky about it. If he chooses to become a sharpshooter he gains an STR/5 Experimental Rifle the Harassment ability and Light Artillery (perforating).
Becbunzen-
The Mad Mace (5 AP)- This artifact is sort of a gamble for an increase in STR or a decrease in STR. Before each damage roll the STR is determined by rolling 2D6. His STR may be between 2 and 12. It may come in handy if used at the right time. I’ve never had a use for it, his STR/7 is decent enough at about the middle of the extremes of the gamble, but if u feel the urge to gamble it’s perfect. This artifact is reserved for Becbunzen.
Becbunzen, Ströhm Warrior (2nd)*-
The Mad Mace 2- After using, if used, Naphtha for his STR 2D6 is rolled, the highest die is added to his STR. This make him even deadlier in combat. I never take Bec without this artifact. But for almost a third more expensive than the first incarnation I would expect I big change. This artifact is reserved for Becbunzen, Ströhm Warrior.
The Sacred Nut (10 AP)- This is a one time use artifact. If used a Goblin that possesses Reinforcement and either Naphtha equipment or the Ströhm attribute comes back automatically, but if a, quite silly, demonstration of holding a nut above your head and announcing “By the power of the Sacred Nut” 2 eligible fighters come back. This is going to be quite handy when used correctly. Double the number of models that come back in one turn will definitely wreak some doom upon thy enemy. This artifact is reserved for Becbunzen, Ströhm Warrior.
Captain Krill*-
Stone of Survival (14 AP) errata pg 182- The stone holds two Primagic gems at the beginning of the game. Each mystic phase a mana recovery roll is made, assuming it is an Initiate with POW/2. Before the INI test in combat every two gems taken makes a defensive die that cannot be used to Counter-Attack or use Ambidextrous with. These die are not affected by game effects making all dice be placed into attack. This is an incredible artifact to have. I never take my Pirates without at least one being in the list on Krill. This artifact is reserved to the Characters of the Goblin Pirates.
The Skull Splitter (24 AP)- Krill doesn’t consider a natural 1 on attack and defense rolls to be an auto-failure. This is yet again another incredible artifact that Krill never leaves home without. He automatically hits on difficulty 6 and defends on difficulty 6 test made against him, make him very scaring in combat.
Cyanhur–
Fuse Bombs (11 AP) errata pg 183- He gets 2 different types of bombs but can only use 1 per round. First is the Smoke Bomb, if the bombs goes off, basically roll anything but a one and it goes off, no AIM test is required, then a smokescreen about up to 15 cm away 5 cm diameter circle smoke screen is emitted, it blocks line of sight at ground level (0). Second is the Cluster Bomb. Again if it goes off, you then must make an AIM test of short range, if passed then the target takes a STR/10 and all those 3 cm away take a STR/3 hit, not bad for 11 AP if you ask me. These are wonderful, and now that the new rules on Assault Charge it means he’ll hit the guy with a STR/10 and get the Assassin charge penalties. Mmm Mmm Good. These are reserved to Cyanhur.
Mask of Strycnius (10 AP)- This artifact grants him consciousness for the game. This is excellent for making him even sneakier, gives him the ability to pop out from behind something and say “BOO!” This artifact is reserved to Cyanhur.
Sulfur/EoB-
Asphyxia’s Wedding Band (24 AP)-This artifact is a very nifty once per game item, and very handy when needed. When used Sulfur gets 10 mana gems of his choice in elements that he masters within his reserve limits. This is extremely useful when you have run out of gems and need a nice big hunk of gems to continue casting or to keep something going, like an Elemental. This artifact is reserved to Sulfur.
Gem of Mata-Kata (45 AP)- If the spell being cast is even partially of fire then he can spend more fire gems to gain added effects. STR of spell increase by sending up to three fire gems at a STR/+1 per gem ratio. 2 extra gems the spell cannot be counter or absorbed. By spending three extra gems you get the aforementioned and then the spell’s frequency is increased b one point. This artifact is extremely powerful and well expensive. Sulfur again is something to bring into in high AP games. This artifact is reserved to Sulfur.
Sulfur’s Boutique (30 AP)- 2D6 are rolled and depending on the die a beneficial effect and a harmful effect affects Sulfur. Beneficial Effects: 1-2 +1 on all incantation rolls, 3-4 Luck ability, 5-6 Loved by the Gods ability. Harmful Effects: 1-2 Ephemeral/5, 3-4 Predictable ability, 5-6 no harmful effect. This is a very expensive and dangerous gamble, unlike Becbunzen’s 5 AP gamble. R=This is like a snake in the tall grass, something very good might happen and something very bad might happen as well. I tend not to take risks that aren’t needed. This artifact is reserved to Sulfur.
The Troll Effect (13 AP Int. 0)- For each spell cast, this spell can be cast before it to give Sulfur an extra boost in succession of the first spell. This spell takes away a certain amount of STR and RES points and gives a +1 to incantation roll to the previous spell. STR and RES/-2, +1 on incantation roll. STR and RES/-4, +2 on incantation roll. STR and RES/-6 +3 on incantation roll. This would be an awesome spell to have when Sulfur isn’t in combat, whether it be a troll by itself (Black War or Red) or the EoB profile. This also would be an awesome spell to have while summoning for that extra boost on the Obedience Chart.
Master Sulfur- The following apply to the EoB and Sulfur that are not bound to a single clan. The EoB is master Sulfur and the Red Troll as one. They cannot be separated during battle. He can run, but not charge, and cast in the same round. He is of Large Size, but of Very Large size when determining LoS of casting spell. He also doesn’t suffer penalties of incantation rolls or recovery rolls when in BTB contact with an enemy.
Gidzzit the Bell Ringer (1st)-
The Bell of the God Rat (20 AP) errata pg 183- Gives the bearer Rallying Cry and Authority abilities. This is a great artifact to have when no War-Staff is present and also as an added bonus when a War-Staff is present. Since the v3.5 has boosted all of the mages/faithfuls there will be a lot of lists that have a mage or faithful and without spells costing anything I think this artifact is a great addition to have. It is reserved to all magicians and faithfuls, only one copy per army.
Whirlwinds of Precision (11 AP, Int. 3)- This gives the target a +1 on both INI and AIM characteristics for game. Another of a must haves when bringing a mage and marksmen, this is a great spell to conjunction with other marksmen boosting spells. And since it is only needed to be cast once per game per model that can shoot.
Scroll of Lightning (13 AP Int. 0) errata pg 183- The target suffers a damage roll equal to the difficulty chosen for the spell –2. This was one of the better spells of the Goblins, but since the errata messed it up it is one of those invisible spells, but now with spells costing nothing it is a free costing spell to give Gidzzit. This spell is reserved to Gidzzit.
Golborak-
Arsenal of Demolition (37 AP) errata pg 183- This artifact modifies Golborak’s rank to Goblin Living-Legend Champion Light Artillery/Zone. He is counted as both War Machine and character. He acquires the Arsenal of Demolition STR/3D6. The STR of the weapon must be rolled each usage. This is incredible under the v3.5 rules, but as a downfall it is counted under the 30% of War Machine limit in an army. Making a 900 AP game the smallest he can be put in with just him and the AoD. 1000 AP minimum if he has all of his artifacts. Kind of pricey. With the rules update this became extremely powerful with the chance to Assault Fire a STR/18 shot at a difficulty of 4 with his AIM/3. The AoD is reserved to Golborak.
P.U.N.C.H. (28 AP) errata pg 182-83- Golborak activates the P.U.N.C.H. at the beginning of his activation. Depending on what he chooses different powers vary. Alternative Fuel: Golborak benefits from Toxic/3 for HTH combat die only. Naphtha of Bran-O-Kor: All miniatures in his LoS within 10 cm of him suffer a STR/6 hit. Sewer Water of Klûne: A steam that blocks LoS, but can be moved through, surrounds Golborak 10 cm away from his base in a circle. The P.U.N.C.H. is reserved to Golborak.
Cestode and Trematode (8 AP)- Roll a D6 after a pressure roll has indicated an incident. On a 5 or 6 the incident is neutralized. This, obviously is very useful and for very cheap too. They are purely Golborak’s own teammates.
The Golgoth Armor- The armor is a piece of Naphtha equipment. Pressure rolls can be made on Golborak's INI and STR. If an incident occurs use to following as the results of the incident. 1:Oops! Golborak suffers a STR/10 hit ignoring RES. All fighters standing within, partially, 5 cm suffer STR/5 ignoring RES. If Golborak survives then he can no longer make injection rolls for the game. 2-4:It’s Blinking! Golborak cannot make injection rolls for the remainder of the turn. 5 or 6: Metamorphosis He acquires Mutagenic/0 immediately for that turn. Not all of the rolls are bad, just rolling a one is a bad juju.
Goreth the Massive-
Shrooms (2 AP)- For every mushroom he takes his MOV increases by 2.5 cm. He can only take one per round. It’s a good idea to just take 4-6 depending on the about of rounds being played just to make his MOV average instead of a crap below average amount.
The Goblin Mutants- For every Mutant in BTB contact with a Psychomutant increases the mana recovery and power rolls by one point. This makes Psychomutants incredibly powerful with some spells that need a high power roll to do much, i.e. Juicy Appendix.
Kerozen the Tentacular*-
The Kraken’s Companion- The kraken mounted atop of Kerozen’s back gives him the mastery of Water element despite his Initiate rank. This is a gift but also a curse as he will have many more options to spells but will have a hard time recovering all of the gems he used.
The Krakens Tentacles (14 AP, Int. 0)- All miniatures in base-to-base contact with Kerozen suffer a –2 INI. This would be a great spell to cast on him if he had some other stat pumping spells on him.
Gust of Corals (18 AP, Int. 4)- All miniatures in BTB contact with the target, including the target, suffer a –2 RES. This is a great spell to cast on something that is either Fierce, has an immense RES like a troll or something that has a RES pumping effect on it.
Kobalt the Caustic (1st)-
The Chiming Armor (15 AP) errata pg 183- Kobalt acquires the War Cry/6 ability. Furthermore, his opponents can in no way counter Kobalt’s attacks, not even thanks to Ambidextrous. This is a great artifact and cheap to give him with combination of Fencer ability.
Shûb Prophet Goblin*-
Rat Skin (8 AP, 2 Fervor)- The target loses Survival Instinct and Reinforcement and gains +1 on INI, ATT, STR, and DEF tests. This is great for a model you know is going to either die and you don’t want to bring him back and are going to go all out with attack, or he is going to stay there without a doubt and you want to give him some definite chances of wounding what he is combat with.
Xherus the Visionary-
Scepter of Communion (13 AP)- The scepter gives Xherus +2 in DIS as well as Authority ability. Again this is an incredible cheap artifact for the Faithful/Mage count. This is conjunction with the Bell of the God Rat, will give a major change in the way the game is going for either player.
Tide of the God Rat (16 AP, 2 Fervor)- The miracle card is placed 10 cm from the faithful. It represents a swarm of rats that can hold a maximum of 8 opponents. It moves on the faithful who called its card. It can move through troops. Its stats are that of a basic troop; INI/5 ATT3/5 DEF2/1. This thing is a major roadblock. For Xherus it is easy to keep calling this mob, just be sure to have a few goblins surrounding him to give him extra T.F. to strengthen the bond.
Contemplation of the Realms (10 AP, 2 Fervor)- This is basically a T.F. for a mana gem exchange. It continues to be active until the magician suffers a wound. This would be excellent to have Xherus near, with all the Goblins there will surely be extra T.F. to give the magician.
Black Troll-
Arm Ripper- This ability is a great benefit. If the troll were to hit a foe in the arm, he basically rips it off and beats him with it! The foe loses one combat die for the game. Another hit in the arms is a Killed Outright. This is where hitting first comes in handy the chance to make an opponent lose a combat die. This gives the good Baron Samedi a chance to live longer.
Cyclops Gong Banger-
The Howling Gong (8 AP)- The gong gives the bearer a FEAR/6 when charging or being charged. This is handy when facing COU or low FEAR armies. If you catch a lonely enemy in the open, scare him a bit. The Gong is reserved to the Cyclops Gong Banger.
Goblin Gasblower-
The Cleaners of No-Dan-Kar errata pg 184-85- There are gasses that cause different abnormalities in HTH combat or outside of combat. Once per round they can activate a gas that is spread over any area of 5 cm from his base in his LOS. One of their gases is Veil of Soot that blocks all LOS. Then there is the Stinging Cloud which makes all affected lose one combat die; this is great for hindering fighters with the Born Killer ability. Finally there is the Frenzy Vapor which when activated makes all fighters place all of their combat die into attack no matter the circumstance. This is great for fighters that have War Fury. The gases however affect all fighters, not just foes.
Goblin Gunner/Buccaneer*-
The Argument (16 AP)- The Argument is an immobile War Machine STR/10 Light Artillery cannon with RES/10 and 5 S.P. This will lay down the hurt on anything. Only Gunners/Buccaneers can be its servants, but anyone with an AIM and DIS/2 can be its substitute. This is good for the good Mr. Dhypter to be a substitute since his HTH stats suck and he has a good ranged weapon himself.
The Tattoo of Recklessness (5 AP)- There can be multiples of the Tattoos, 1 for every 100 AP, even incomplete. The bearer’s COU is increased by 5 points. This is great to give a few of those front line troops when facing a high FEAR army. Although, characters cannot bear it.
Goblin Prophet-
The Children of Rat- Once per round the Prophet can exchange his T.F. with those of a befriended faithful of Rat that is 15 cm or less away. The points cannot be transmitted in any other way. This is a great way to get a more powerful faithful some T.F. that is needed instead of a wimpier faithful holding and eventually losing them.
Rat’s Wrath (16 AP, 1 Fervor) errata pg 184- If the faithful is wounded while this miracle is in effect, then 1D6 is rolled, on a 4+ the prophet transforms and benefits from ATT/+1, STR/+2, RES/+2, and COU/+2 as well as War Fury and Possessed abilities. This is an incredible spell to give Xherus along with Rat’s Wrath he will transform each time he is wounded or stay that way as long as an enemy fighter is within his aura of faith and he rolls a 3+ on the maintaining phase of the spell.
Call of Rats (10 AP, 2 Fervor)- Depending on the STR of the miracle chosen various effects happen. Handful of Rats: The targeted model takes a STR/3 hit and the prophet suffers a Light Wound. Mob of Rats: The targeted model takes a STR/7 hit and the prophet suffers a Serious Wound. Wave of Rats: The targeted model takes a STR/11 hit and the prophet suffers a Critical Wound. This is a great way to instantly wound an enemy, but beware of the side-effects. I almost always go with the Handful first, then the Mob, then the Wave the last two times to finish him off.
Goblin Psychomutant 1-
Instantaneous Mutation (18 AP, Int.3)- A D6 is rolled, on a 1 the target is transformed into a jelly. His MOV and RES become 5 all other stats become 0; he loses all abilities and gains Regeneration/4 and Immunity/Spells. On a 2-3 nothing happens. On a 4-5 he acquires Mutagenic/-2. On a 6 he gains Additional limb and Mutagenic/-1, if he already has mutagenic he gains +1 to mutagenic. This again is a gamble, something I don’t do often, but the times I did get the better of the benefits of the spell I was quite happy with the turn-out. Something that should not have survived, did.
Juicy Appendix (6 AP, Int. 3) errata pg 184- The targeted mutant and all miniatures within, even partially, 5 cm suffer damage equal to the difficulty divided by two rounded up. This is a great spell to run with the mutants and surround the Psychomutant with 3 mutants giving him +3 on incantation rolls, allowing an extra STR/2 for the spell. But be sure to send something that is wounded or else you will know how it feels to be a suicide bomber…
Goblin Psychomutant 2-
Psychic Attack (12 AP, Int. 3) errata pg 184- The maintenance phases after this spell being cast, the target must make a DIS/8 test. If he fails then he suffers a STR/3 hit, this spell remains active until the targets passes the test. This spell can be active more than once at the same time.
Hysterical Flight (9 AP, Int. 3)- The Goblin is automatically raised to Level 2 without a MOV penalty. He can disengage with this even after charged. This spell is great for the flying Psychomutant to get out of range of enemy fire or spells/miracles and prepare for a dive bomb.
Goblin Sharpshooters-
Experimental Rifles- The models with an Experimental Rifle have the choice to increase the range or STR of the rifle or keep it the same. 1D6 is rolled for each marksmen, On a 1: STR/-2 or –10 to all ranges, on a 203 STR/+1 or +5 on all ranges, on a 4-5 STR/+3 or +10 to all ranges, on a 6 STR/+5 or +15 to all ranges. This is a great gable with odds that are with you, and not against you more times than not.
Goblin Standard Bearer-
The Living Standard (12 AP)- All Goblins within the SB leadership gain Bravery ability. This is fabulous to have because of their significantly low COU and ATT ratings.
Mountain Breaker- Laughing coming soon
No-Dan-Kar Fishbone Bearer-
The Giant Piranha Bone- His fishbone he carries around with him gives him consciousness and transmits it through his leadership range. This is great for hiding around a rock and lobbing bombs behind the rock, or keeping some goblins hidden waiting to strike.
Ströhm Bodyguards-
The Private Militias of No-Dan-Kar- Every time the character he is assigned to, for 2 AP, there is a chance that the damage the character would have taken would be transferred to the bodyguard, but the bodyguard must be in BTB contact with the character. The bodyguards also benefit from Bravery when 15 cm or less away from their assigned character. This is by far the best ability one could have; a “secret service” Goblin if you will.
War Toad-
War Toad- This is a walking mana pot that anyone can use as long as the magician is 10 cm or less away. There cannot be more War Toads that there are magicians in the army.
War Troll-
The Watchjar Goblin (9 AP)- Although he doesn’t come with the nifty “rip your arm off and beat you with it” ability he does come with a watch jar goblin, giving him consciousness and only being able to be attacked from 3 sides instead of four. The watch jar goblin takes care of the back, but if he dies or becomes in rout, considered killed outright for the goblin, the troll is susceptible to attack from behind.
Goblin Clans
There are nine goblins clans worthy of being in the pillars of goblin nobility, but eleven total. The nine clans are Chimes of Bronze, Damned Swamp, X Clan, Black Tooth (Pirates), Thundering Bells, Mounds of Dirt, Black Rats, Helldivers, and Burrowers. The Uraken is not considered a clan because fluff wise, Shogun Uraken’s exile and cultural diversity prohibit it from existing in the pillars of goblin nobility. Yakusa is not considered one because they are seen, in the eyes of Emperor Izothop as a band of rebels who believe what they are doing is in the service of god Rat.
To join a clan every goblin in the list must be part of the same clan, no mixing clans. A character that is part of a different clan may become part of a different clan but as a consequence looses his reserved artifacts and abilities. A non-character part of another clan cannot join another clan under no circumstance. All goblins must pay the clan capacity, but may choose to pay for the solo capacities.
The Black Rats- Is a technologically advanced group of goblins, who specialize in ranged combat, and often mercerize themselves to the highest bidder.
Clan/ Eye of Rat (2 AP); Any fighter with an AIM score and a ranged weapon of some sort, benefits from a +1 on their final AIM result, and ranges are increased by 5 cm. Servants of war machines only gain the AIM bonus.
Solo/ Naphtha Arsenal (5 AP); Can only be given to goblins of rank “Special” or “Elite”. The acquire the equipment “Carburetor “and the ability Naphtha/STR.
Solo/ Desperado (3 AP); Acquires Instinctive Firing ability.
Opinion-This is by far the best of the clans when talking in terms of ranged troops. This clan benefits all things being shot. Not only does it give a +1 AIM and +5 to ranges but also makes it possible to boost the STR of the gun and also Instinctive Firing gives an even bigger bonus. Now with the v3.5 this clan ay be, IMO, the best of all of the theme packs benefiting marksmen. This clan gives an extra bonus to the Bull’s Eye update. And the solos give an even bigger bonus to the Assault Fire part. They real only downfall to this is that it makes people want to get as many shooters into the lists, diminishing the amount of foot troops and front line troops making this list susceptible to attack from troops that don’t die while charging them.
The Burrowers- Goblins that live on the Plateau of Burrowers, near the homeland of Kelt barbarians. They have developed a strong martial culture, even though their crude nature forbade them from using sophisticated weapons and armor.
Clan/ Clan of the Steppes (1 AP); The goblins loose their reinforcement ability and acquire a STR+1 and RES+1.
Solo/ Aggressiveness (Special); Can be given to any non-character with INI/3+. Cost is ATT value +2 AP. He acquires War Fury ability for the game.
Solo/ Ravager (3 AP); Can be given to any troll. Acquires the Implacable/1, if already endowed with it he gains +1.
Opinion- Basically this clan is the “Sessairs” of the Goblins. This clan makes the Goblins stronger but cannot reinforce themselves. This is a big damper on them as they are used to being able to have multitudes of Goblin waves ready for combat. Now what you see is what you get. It does however give I nice little bonus to the trolls which was much needed.
The Chimes of Bronze-The most disorganized clan of the nine. Mostly of freebooters and adventurers, hungry for riches and exploration, they stay away from the capitol, Klûne.
Clan/ Diaspora (2 AP); The players gains one additional reinforcement roll per round, for the lowest AP model, even if it already failed.
Solo/ Getting By (3 AP); Acquires Reflexes.
Solo/ Expatriate (3 AP); Can be given to all whose has a RES/4- (5- for characters). Acquires scout ability. Only 30% of army can be given solo.
Opinion- IMO, this clan was added just to equal up o nine clans. There is no real reason this one is here, not like any of the others were either but this one especially. The extra reinforcement roll is very nice, but it still only counts towards the lowest AP model…meaning if a 6 AP Klûne Militiaman doesn’t get reinforced the first time then he gets a second try instead of the 18 AP Ströhm Warrior that is next in line. Reflexes ability is great for going up against higher INI armies i.e. Ophidians. And since the average RES for a troop is about 3 in a 400 AP army, acquiring 120 AP in scouts will be no problem, and will be quite nice when dealing with low numbered armies i.e. Wolfen and Devourers.
The Damned Swamp- Commanders of the Klûne militia. They replace their titles of nobility and replace them with titles such as General, Sergeant, Captain, etc.
Clan/ Express Conscription (1 AP); Bonus of +1 for the final result of reinforcement rolls.
Solo/ Officer of the Damned Swamp (3 AP); Can be given to characters, he gains a +1 bonus to final result of tactical roll. Natural one remains a failure.
Solo/ Can Opener (Special); Can be given to goblins of rank “Special” or “Elite”. Cost is 2+ATT value. Acquires Ferocious ability.
Opinion- This is obviously the Klûne Militia clan. It is very beneficial to the Special and Elite troops giving them Ferocious ability. This makes the army very formidable towards high RES armies i.e. Griffin Lion, Devs, etc. And now it is a 50% chance of returning a Goblin thanks to the Reinforcement upgrade. Also this clan gives a better chance of winning the tactical roll in a fight against high DIS armies i.e. TNB, Griffin, Lion.
Helldivers - A motley band of marauders whose sole purpose is searching for riches underground, that its brothers seek on the surface. Closer to Darkness than Destiny it makes use of forgotten artifacts pushing it to becoming a Meanders of Darkness.
Clan/ Hidden in Darkness (1 AP); Acquire Alliance/ Meanders of Darkness. Belong to the Meanders of Darkness and not of Path of Destiny. This counts for the acquisition of miracles by a faithful.
Solo/ Antiquary (2 AP); Can be given to non-characters. Acquires Artifact/1.
Solo/ Sorcerer of the Void (3 AP); Can be given to any goblin magician. He can exchange any element he masters for Darkness.
Special ability/ Cult of the Kriss; Army can include up to 15% of armies value in Ghouls of Acheron. Ghouls don’t have access to card’s solo abilities.
Opinion- My personal favorite, as spells are my favorite part of the Goblins. It gives much more flavor to the Goblins mages/faithfuls. Giving them access to the Ira Tenebrae summoning, and Darkness summoning and much deadlier miracles and spells makes this army much more formidable. Also being able to ally any troops that are of the Meanders of Darkness or to have Ghouls of Acheron free of ally cost is most awesome.
The Mound of Dirt - Ströhm nobility has nicknamed the Aegis Mountains the Mounds of Dirt. All members obey without question the ways of the No-Dan-Kar Battle Academy, or N.B.A. This clan acts as a checks and balances for the Emperors absolutism thinking.
Clan/ Ströhm Order (1 AP); At least 40% of the armies value must be with goblins with the ability fanaticism.
Solo/ Ströhm Paragon (3 AP); Can be given to any goblin with fanaticism. Acquires Master Strike/2, if already endowed with it, +1 bonus.
Solo/ Star of the N.B.A. (5 AP); Can be given to any goblin with the Ströhm attribute. Benefits from the COU and DIS of the war-staff or character no matter the distance between them.
Opinion- This is the strongest of the clans, IMO. Giving all Goblins with Fanaticism Master Strike/2 is incredible enough but not requiring the Ströhm Goblins to be within the War-Staff range, to benefit from its COU and DIS that’s just awesome. I think this is the best of the clans as well. I always was particularly fond of the Ströhm models.
The Thundering Bells- This clan includes the most faithful to Rat. Though faith can raze mountains, it can also fail…that’s where the Mountain Breaker comes in.
Clan/ Pastourats (1 AP); Goblin faithfuls acquire Fanaticism. Fighters within the faithful’s aura of faith benefit from Fanaticism as well. An army can consist of 40% of War Machines.
Solo/ Brick Breaker (10 AP); Given to Mountain Breakers. Once per game an AIM roll can be re-rolled. The new roll replaces the old and cannot be re-rolled.
· Solo/ The Chosen One (3 AP); Can be given to goblin faithfuls. If he is victim of a damage roll, 1 T.F. is spent and a die is rolled, on a 3+ the damage is redirected to the nearest goblin within 10 cm.
Opinion- This clan benefits faithfuls and War Machines. It allows all within the faithful’s aura of faith and the faithful himself to gain Fanaticism. It allows from a 400 AP army to have 160 of it War Machine, much better than the 120 normal limit. The once per game re-roll is kind of expensive for what it does.
The X Clan -This clan unites mutants alike in a same group dominated by the preoccupation of anonymity. By a code of honor the clan defends other mutant villages. They also participate in military excursions into faraway lands.
Clan/ Instability (3 AP); Fighters get Mutagenic/-1. If already endowed, then he may choose to re roll the first roll to be replaced by the second roll.
Solo/ Guard of Gore (2 AP); Acquires War Cry/5.
Solo/ Mutant Magic (4 AP); Can be given to any magician, he gains the path of mutation, if already endowed he gains POW+1 bonus.
Opinion-This clan is very much needed, Mutants without Mutagenic ability, it’s an abomination. Wink This also makes the Psychomutants and Gidzzit extremely powerful by boosting their POW by 1 point. This clan also makes the Goblins bound to this clan scary, a very un-Goblin thing.
Pirates- Krill was once a general of the N.B.A. He became notorious for pillaging and no mercy. The Emperor quickly became irritated with him and sent him on a suicide mission to the forest of Diisha. He was missing from battle and was declared a deserter. He soon reappeared with a band of officers and his brother Dhypter, as the dreaded Captain Krill of the Black Tooth.
When the Black Tooth’s crew is complete, the entire goblin Pirates, they gain War Fury for the game. The crew consists of Captain Krill, Mister Dhypter, Kerozen, the Argument, Baron Samedi, two sailors, one diver, and two gunners.
If accompanied by the Black Troll, they gain Bravery. The Troll also gains the two ability bonuses.
Opinion- This was once, in C2, a great clan to use and play. Then in C3 it became useless and very weak because of the 200 AP character limit. Now with C3 they have begun to be seen in the light again. With the update on the cost of spells and miracles it is much more playable. The only thing is the troops they do have are not very strong and die quickly.
Sample Tournament Lists
In the following two lists I will give run down of every troop of what they will do, how they can support other Goblins, and tactics. I will give two lists, one bound to a clan (Helldivers Clan) and one un-themed for variety. The two lists are both tournament legal.
List # 1: “Gob” of the Dead
Kobalt the Cold (60 AP) [61]
+ Clan/Hidden in Darkness (1 AP)
Standard Bearer (9 AP) [10]
+ Clan/ Hidden in Darkness (1 AP)
Musician and Brat (9 AP) [10]
+ Clan/ Hidden in Darkness (1 AP)
Xherus the Visionary (21 AP) [61, 9 Fervor]
+ Clan/ Hidden in Darkness (0 AP)
+ Scepter of Communion (13 AP)
+ The Vellum of the Obscure relic errata pg 112 (15 AP)
+ Inspiration theogonal virtue errata pg 111 (12 AP)
+ Ira Tenebrae Summoning ( 2 Fervor)
+ Contemplation of the Realms ( 2 Fervor)
+ Possession (3 Fervor)
+ Tide of the God Rat (2 Fervor)
Gidzzit the Bell Ringer 2nd (45 AP) [69, Int. 9]
+ Clan/ Hidden in Darkness (1 AP)
+ Solo/ Sorcerer of the Void (3 AP)
+ Bell of the God Rat (20 AP)
+ Summoning of Darkness (Int. 3)
+ Primal Attack of Darkness (Int.2)
+ Scroll of Lightning (Int. 0)
+ Star of the Abyss (Int. 4)
2x Ghouls of Acheron [34]
+ Solo/ Cult of the Kriss (0 AP)
2x Goblins w/ Ball and Chain 1 (16 AP) [18]
+ Clan/ Hidden in Darkness (1 AP)
War Troll (69 AP) [70]
+ Clan/ Hidden in Darkness (1 AP)
Goblin Gasblower (20 AP) [21]
+ Clan/ Hidden in Darkness (1 AP)
2x Goblin Sharpshooters (44 AP) [46]
+ Clan/ Hidden in Darkness (1 AP)
400 AP, 13 Models (17 possible), 8 Cards, DIS/6 + 2D6, 2 Authority.
Three 60 AP average characters that deal out some nasty stuff. Both the faithful and the mage can summon and the character was formerly part of the Damned Swamp clan, but now he has joined the Helldivers clan. The plan is simple let the enemy come to you. Leave the sharpshooters out, some what close by to get a couple of good shots in while the enemy comes to us. Have the Goblins grouped close by and let the calling of miracles begin. The only way I got Xherus to be able to call IT summoning is the Vellum of the Obscure relic on pg 112 and the Inspiration, theogonal virtue on pg 111 both in the C3 rulebook. Since the Helldivers clan makes the cults of faithfuls Meanders of Darkness I gave him this relic that gives +1 Destruction aspect, makes one enemy fighter in the aura of the faithful not be able to re-roll on any rolls until the end of the game as long as he stays in the aura of faith. And the Virtue gives +1 to any aspect chosen by player, in this case I gave it to Destruction, totaling 2 Creation, 1 Alteration, 2 Destruction aspects. Since Xherus is a pure faithful and via the v3.5 rules he can have as many miracles that he wants as long as their total fervor doesn’t equal more than his total aspects x 2. So during deployment everyone crowds around Xherus for the first turn for him to gather up enough T.F. to get Possession, Contemplation, and Tide going. Then have Gidzzit summon the Darkness Elemental first off. Second round comes along and Gidzzit spends 5 gems to bump the elemental, the enemy should be about 1-2 turns away if you set back enough. Sharpshooters are shooting, Xherus is summoning and possessing, and then battle should begin. With roughly 17 models, four of which that can come back by summon and reinforcement for the rest, minus the characters, on the field and the elemental being bumped to its full potential the enemy is going to have one hell of a time busting that bubble. During battle keep the Gasblower with the BnC (Goblins with Ball and Chain), try and keep at least one ghoul with the troll for INI support and keep something with the elemental for INI support as well. Keep throwing out the Scroll, Star and PAoD from Gidzzit. And maintain all of the support miracles from Xherus. Also, I feel I should mention this; KEEP Gidzzit and Xherus out of battle and far away, but close enough to maintain spells/miracles
List # 2: Ströhm Only!
Becbunzen, Ströhm Warrior 2nd (95 AP) [105]
+ Sacred Nut (10 AP)
Goblin Standard Bearer (9 AP) [9]
Goblin Musician and Brat (9 AP) [9]
2x Noble Ströhm Knights (Fierce) (62 AP) [62]
+ Sword
2x Noble Ströhm Knights (Bestial Charge) (62 AP) [62]
3x Ströhm Warriors 3 (66 AP) [66]
2x Ströhm Bodyguards (42 AP) [45]
+ Assignment to Bec (3 AP)
2x Ströhm Warrior w/ Halberd (36 AP) [36]
394 AP 14 Models, 6 Cards, DIS/7 + 2D6
Well, this is a highly offensive and resilient list. Not a single troop has less than ATT4/5 or DEF3/7, with the exception of the War-Staff. Four troops have the Ruthless ability making them very nice in combat and after pursuits. This is a list that can be either a let come to you or ride and meet them in combat. The knights are to be paired, one Bestial Charge with a Fierce knight. Charge with the Bestial Charge to get charge penalties and a STR/10 and engage to get the War-Horse effect. Then charge with the rest of the troops leaving the Ströhm Warriors 3 for last, after your opponent has moved his last, charge with these that are in combat that do not have charge penalties yet and engage in combat that help is needed. Every troop has Fanaticism giving even more bonuses when all out attacking. Keep the troops near the War-Staff to gain the bonuses for high COU and DIS.