Post by hatman on Jul 23, 2007 11:18:58 GMT 1
Projectje waar ik een tijdje mee bezig ben geweest op de Hammer and Anvil. Het zijn de Hobgoblins van de Eastern Steppes, die van de Hobgobla Khan. Ik wou jullie meningen er wel over
INTRODUCTION
Far to the East, beyond the Dark Lands and past the Mountains of Mourn, lay the endless steppes that belong to the armies of the Great Hobgobla Khan. This empire of Hobgoblins has rarely been seen by the eyes of Man, Dwarf or Elf, and if they do, they are hunted down or worse, captured and sold to the Chaos Dwarfs. Few Hobgoblins have ever seen the Old World, but tales of the wealth of the Empire, the richness of the Dwarfs, the filled treasure chambers of Tilea and Brettonia and even the vaults of Ulthuan have reached the Steppes. Now the Great Khan has decided to go West and conquer, for the wealth of the Steppes.
HOBGOBLIN SPECIAL RULES
Animosity
Hobgoblins are plagued by constant arguments and bickering. To represent this, roll a D6 for every unit in the army. On a roll of 2-6 everything is fine, but on a roll of 1 the boyz start argueing. Roll a D6 on the table below:
1: Shoot
If the unit is armed with missle weapons, they shoot on the nearest friendly unit. They may do nothing else this turn.
2-5: Squabble
The boyz start bickering and screeching against eachother and total chaos spreads trough the ranks. Yells like “Gitsnik iz a big furry monkey-head!” and “I don’t fink Tau can out shoota Imperial Guard” are screamed every where. The unit may not move, shoot or charge this turn.
6: Go fer it!
The unit bellows a warcry and runs for the nearest opponent. They make a normal movement towards the nearest enemy unit, if this brings them in base contact the unit counts as have been charged. If there is a choice between opponents the controlling player may decide towards wich unit is moved.
Slackers
The Hobgoblin horde travels fast and only takes the stuff they need with them. Warmachines are transported in wolf-drawn carts or on the back of a mighty Behemoth. Infantry and mountless archers stay behind. These ‘inferior’ soldiers follow the horde as fast as they can.
To represent this, you may only field mounted units and warmachines in you’re deployment turn. On turn 2 the infantry arrives. They turn up in youre deployment zone just like if they had pursued of the board
Supreme
Hobgoblins see infantry as inferior and don’t care if mountless troops run away. To represent this, any mounted model in the army ignores panicking unit of Youngbloods, Archers, Wolfkin or Scavengers.
Quell Animosity
Khans and Hobyars have a commanding presence surrounding them, and other Hobgoblins will think twice before starting to bicker under their command. You may re-roll Animosity for every unit within 6” of any War Khan, Khan or within 4” unit of Hobyars.
Mounted Master
A War Khan or Khan will never voluntary fight on foot and are extremely skilled in wielding weapons when mounted. They must buy a mount and may fight with two hand weapons while mounted.
‘Es da Boss
War Khans are fearless and ferocius warriors and it is hard to impress or scare them. This feeling of power influences all around him. A War Khan and the unit he is with are immune to Psychology.
Flanking
Outriders scout far ahead of the main army to engage the enemy in their flank. You may choose not to deploy the Outriders with the rest of your army, keep them at the side of the board instead. On turn 2, roll a D6. On a 4+ the Outriders arrive from any flank side of the board. If they do not turn they will arrive on a 3+ on turn 3, etc. A roll of 1 is always a mis. The Outriders are treated as if they had pursued of the board.
Raider Shot
Outriders may fire their missile weapons if they flee from a charge. They suffer a -1 penalty representing how hard it is to turn around in the saddle and shoot, al from a running wolf.
Wildlings
Wild Wolves do not count to the minumum amount of Core Units you must include in you’re army, except if there is an Oldfang present. Oldfangs may not be the army general. Units with the ‘Wildlings’ special rule may only be joined by characters who are subject to ‘Wildlings’ themselves.
Slavering Charge
Wild Wolves and Oldfangs add +1 to their Strength when they charge in te first round of combat.
Inspiring Presence
If an Oldfang joins a unit of Wild Wolves, they may use its leadership and become subect to frenzy.
Unreliable
Whenever a unit of Scavengers roll a 1 on a to hit roll when shooting with a handgun, the unit suffers 1 S4 hit with a -2 armour save.
Heart of the Horde
War Drums are carried by massive creatures called Behemoths into battle. The slow beat of the drums sounds like the heartbeat of the Hobgoblin army. The War Drum counts excectly like a battle standard bearer. However, the Drum cannot be captured when it is broken from combat. You may not re-roll a Break test if the War Drum is fleeing. If the enemy manages to kill the War Drum in Close Combat it scores and additional 100 Victory Points, just like when you capture the Battle Standard. Magic Banners cannot be captured or recaptured.
Impact Hits
The Behemoth causes D6 S5 Impact Hits on the charge.
Carrion
A murder of Ravens is not deployed normally. Once the first unit (friendly or enemy) has been run down or wiped out, you may place the murder of ravens within 1" of where the combat ended.
SHINY STUFF
Magic Weapons:
Red Scimitar 65 points
A weapon of great power, forged by the smith-shamans of Fekni the mischievous fire god. The Red Scimitars of Fekni are tempered in the blood of captives and enchanted with incantations by the shamans, making it a weapon wich hungers for flesh and cuts through mail as easy as if it were cloth.
This sword has a -3 save modifier and any model wounded by it loses D3 wounds rather than just one.
Foe-basher 50 points
This weapon is said to be a gift to the Hobgoblin race by the brutal earth God Gork. It strikes with the strength of the earth, shattering bones at the impact.
Any attack made by the character wielding this weapon will automaticaly wound if it hits. Roll to hit as normal. No roll to wound is required. Use the characters strength for the save modifier.
Foe-slasher 50 points
This weapon is said to be a gif to the Hobgoblin race by the cunning sky God Mork. It is guided by the wind to always hit its target.
Any blows struck by this weapon will always hit. No roll to hit is required.
Behemoth Bow 35 points
From the bone of the great Shii’tarr, the mightiest Behemoth of all, this bow was made. Enchanted with wind-magic by a great Shaman it will strike with great strength and accuaray.
This mighty magical bow fires S5 arrows and gives +1 BS.
Flaming Blade 5 points
This sword envelops in flames at each strike, engulfing the bearers enemy in fire.
The characters attacks are count as flaming.
Magic Armour:
Mountain Shield 50 points
An ancient shield from the Mountains of Mourn, it is covered in extremely thick, enchanted leather.
Counts as a shield. The bearer receives +1 Toughness.
Daemonhead Helmet 45 points
Long ago, a Shaman created this helmet with the aid of a deamon, who told him the name of his rival enabling the shaman to bind it to the artifact.
A powerful wind demon is magically bound to defend the wearer of this helmet, if the wearer is ever wounded. To represent this when the character wearing it has lost a wound, he gains a 4+ ward save and a magic resistance (1) for the remainder of the battle. In addition it gives a 6+ armour save that may be combined with other mundane or magic armour.
Armour of Mountain Bone 30 points
Made from an unknown kind of metal, this suit of armour grants its wearer maximal protection.
Gives the character a 1+ armour save wich cannot be increased in any way.
Talismans:
Amulet of Arcane Gusts 45 points
Being an embodiment of the raw magic winds, this amulet grants his wearer protection against enemy spell fire.
Whenever the wearer is hit by a magic missile, he may roll a dice. On a 4+, the spell is redirected to a model of the defending players choice, that is within range of the spell.
Stoneskin Gemstone 30 points
Embedded in an ornamented plate of dark colored gold, this gemstone offers the Hobgoblin wearing it a mystical protection.
Grants the wearer a +5 ward save.
Pelt of Retribution 25 points
Fashioned from the pelt of a mighty wolf, this cloak is enchanted with spells of vengeance.
Any model that hits the wearer in combat takes an automatic hit of the same strength for each successful hit they inflicted.
Ring of Haruks Wrath 10 points
The healing God Haruk knows more than just healing. Plants and trees are also his domain and the poisons they make can be turned in a terrible weapon. This ring is said to be embedded with the vengefull power of the Healing God, making the enemy of the wearer suffer a painful and horrible death.
All attacks made by the wearer become poisoned.
Enchanted Items:
Collar of Gork 65 points
Characters on Giant Wolf or Monster Wolf only
Crackling with the energies of the Earth God, this collar gives great power to the wolf wearing it.
The wearer’s steed is granted +1 strength and +1 toughness.
Collar of Mork 40 points
Characters on Giant Wolf or Monster Wolf only
Said to be the collar Mork gave to the Hobgoblin guardian-god Wolf. It gives the bearer the ability to walk on the winds.
The heroes mount can fly.
Bucca Amulet 40 points
A Hobgoblin can use this amulet to summon a swarm of small wind spirits called Bucca’s to his aid. They will viciously attack their target and then retreat to the amulets’ wearer.
In the shooting phase, the character can unleash the Bucca’s as an ranged attack with a range of 16”. The Bucca’s deal 2D6 S3 magical attacks distributed like shooting.
Skull Cup 40 points
Crafted from the skull of an enemy mage, this cup gives magical power to all who drinks from it.
The character is subject to regeneration.
Spirit Ring 25 points
Bound Spell Power Level 3
Spirits are trapped within this magical ring, when unleashed they will vengefully attack. After release they are sucked back into the ring.
This ring contains the Spirit Blast spell from the Lore of Spirits.
Arcane Items:
Staff of Trickery 50 points
This stave carries a cunning enchantment to trick enemy wizards. A shaman can use this staff to rechannel the power of enemy spells into the very essence that thwarts their casting.
Whenever you make a Dispel roll, you may exchange one of your dice for one of your opponents dis. This does not effect the casting level of the spell (and so will not cancel Irresistible Force or cause a Miscast), but may be used to increase your dispel total.
Book of Fekni 25 points
This ancient tome is written in a language that the Hobgoblins cannot understand, but some shamans instincively understand its’ writings. These are destined to become the smith-shamans of Fekni and wield its destructive power.
The Shaman may choose its spells from the lore of fire.
Wyrdgem 25 points
Found only in the far north, these mysterious purple gem protects its bearer for its own magic.
The bearer ignores its first mistcast (though the spell is not cast and may not be re-attempted this turn). A Shaman may have multiple Wyrdgems. One use only.
Magic Banners:
Banner of Disruption 50 points
The icon on this standard buzzes with chaotic enchantments making it impossible for enemy wizards to focus.
Any wizard within 6 inches of the model carrying the banner cannot cast any spells.
Yarbluk’s Banner 50 points
Yarbluk Khan was a Hobgoblin who was known for showing courage in the most desperate situations. If he was extremely brave or crazy no one knows, but Hobgoblins still find courage by looking at the famous Khans’ banner.
Once during the game, the unit carrying Yarbluk’s Banner may automatically pass any failed leadership test.
Flag of the Plainstrider 30 points
‘The wind blows in favour of the victorious’ is a phrase well known in the Khanate. This banners magical energies makes the bearer and his comrades faster.
The unit that carries the Flag of the Plainstrider, adds +1 to its basic movement value.
Icon of the Howling Wolf 30 points
This bronze hollow wolf head makes a nerve-wrecking howling noise. The Hobgoblins are driven crazy by the sound, wich they think of as the war cry of their chief-God Wolf.
The unit carrying this banner becomes subject to frenzy.
Scribble of Squabbles 10 points
Words are seemingly flowing over this banners surface like oil on water, always thwirling an moving. Hobgoblins somehow forget what they are argueing about when under the influence of this strange artifact.
The unit carrying this banner no longer suffers from animosity.
Hobgoblin Armoury
Dragon Lances
Made out of bamboo and gunpowder stolen from nearby Cathay, the Hobgoblins from the borderlands of Kuresh make a destructive piece of weaponry they call the Dragon Lance. They fill a long piece of bamboo with gunpowder and flint in the top so hopefully it will explode if it hits something hard enough.
Dragon Lances give a +3S on the charge. If you roll a 1 to hit the Dragon Lancier unit receives a S6 hit.
Wolfpelts
Sometimes a Hobgoblin gets rejected by the wolves time after time. If this happens to much, the Hobgoblins will go crazy with shame and take up the pelt of a wolf as a weapon. Steel blades are attached to the paws and the thick pelt offers protection to the crazed hobgoblin wearing it.
Units equipped with wolfpelts count as figthing with two hand weapons and light armour. In addition, a wolfpelt gives a 5+ armour save against ranged attacks.
LORE OF THE SPIRITS
The Hobgoblin Shamans follow an unique path of magic, communicating with the spirits of the Earth and Sky, and everything inbetween. The Hobgoblins rever the great and cunning sky Mork and the powerful Earth Gork as their primary deities. Other important gods are Wolf, the creator and protector of the Hobgoblins, Fekni the mischievous but destructive tricker God of fire and Haruk the God of healing.
The Shamans use a scala of wards and totems to protect troops and areas or summon spirits to aid them. Calling forth the power and will of Gork-Earth and Sky-Mork, Shamans draw respect from the otherwise unruly Hobgoblins.
Totem magic is unique to Hobgoblin Shamans. If a totem spell is cast place a marker where you want to cast it. The effects of the spell last for a number of turns based on a D3 roll, you may cast another spell even if the totem spell remains in play but you may not cast it again until it stops or is dispelled. The opposing player may try to dispel it in the Hobgoblin players’ magic phase by rolling higer then or the casting roll.
To randomly generate a spell, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again.
D6 Spell Casting Value
1 Spirit Blast 5+
2 Totem of the Howling Wolf 7+
3 Healing Totem of Haruk 8+
4 Spitting Totem of Fekni 8+
5 Storm Totem of Mork 9+
6 Fury Totem of Gork 10+
Spirit Blast Cast on 5+
This is a magic missile with a range of 24”. If successfully cast, the spell hits its target and causes D6 Strength 4 hits.
Totem of the Howling Wolf
Totem spell Cast on 7+
This spell may be cast anywhere within 12” and in line of sight of the Wizard. If successful, any unit within 8” of the totem is rallied immediately.
Healing Totem of Haruk
Totem spell Cast on 8+
This spell may be cast anywhere within 18” and in line of sight of the Wizard. If successfully cast any friendly unit that comes within 6” of the totem and is in combat heals D6 wounds in the close combat phase, after both sides have fought but before calculating combat resolution. Characters or multiple wound monsters within 8” of the totem heal D6 wounds if they are not engaged in combat.
Spitting Totem of Fekni
Totem spell Cast on 8+
This spell may be cast anywhere within 24” and in line of sight of the Wizard. If successfully cast the ward may fire a magic missile with a range of 24” and D6 S4 hits every magic phase it lasts, including the phase it is cast. The magic missile counts as a flaming attack.
Storm Totem of Mork
Totem spell Cast on 9+
This spell may be cast anywhere within 12” and in line of sight of the Wizard. If successfully cast, no shooting with Strength 4 or less can be targeted at units within 12” of the totem – even if some models in the unit are more than 12” away. A vicious storm of wind engulfs the whole unit if any part is within 12” of the totem. This doesn’t prevent units from firing through or out of the affected area at targets beyond. In addition, all enemy units within 12” of the totem move at half speed due to the effect of the storm. Note that this move penalty only applies when actually within the affected area – enemy treat the entire zone as if it were difficult ground.
Fury Totem of Gork
Totem spell Cast on 10+
This spell may be cast anywhere within 18” and in line of sight of the Wizard or within 12” of a hill, rocky outcrop, ruins or any other area wich has been identified as high ground, rocky or ruinous before the game and is visible to the caster. If successfully cast place the large template over the marker. Any model under the template suffers a S5 hit, if the totem lasts two or three turns, subtract a Strength from the hit every turn. (S4 on turn 2 and S3 on turn 3). In addition, roll a D6. Any unit within this distance in inches from the template move at half their Movement rate in their next turn and may not shoot missle weapons. Warmachines in the area may only fire on a 4+. This effect only lasts the first turn.
INTRODUCTION
Far to the East, beyond the Dark Lands and past the Mountains of Mourn, lay the endless steppes that belong to the armies of the Great Hobgobla Khan. This empire of Hobgoblins has rarely been seen by the eyes of Man, Dwarf or Elf, and if they do, they are hunted down or worse, captured and sold to the Chaos Dwarfs. Few Hobgoblins have ever seen the Old World, but tales of the wealth of the Empire, the richness of the Dwarfs, the filled treasure chambers of Tilea and Brettonia and even the vaults of Ulthuan have reached the Steppes. Now the Great Khan has decided to go West and conquer, for the wealth of the Steppes.
HOBGOBLIN SPECIAL RULES
Animosity
Hobgoblins are plagued by constant arguments and bickering. To represent this, roll a D6 for every unit in the army. On a roll of 2-6 everything is fine, but on a roll of 1 the boyz start argueing. Roll a D6 on the table below:
1: Shoot
If the unit is armed with missle weapons, they shoot on the nearest friendly unit. They may do nothing else this turn.
2-5: Squabble
The boyz start bickering and screeching against eachother and total chaos spreads trough the ranks. Yells like “Gitsnik iz a big furry monkey-head!” and “I don’t fink Tau can out shoota Imperial Guard” are screamed every where. The unit may not move, shoot or charge this turn.
6: Go fer it!
The unit bellows a warcry and runs for the nearest opponent. They make a normal movement towards the nearest enemy unit, if this brings them in base contact the unit counts as have been charged. If there is a choice between opponents the controlling player may decide towards wich unit is moved.
Slackers
The Hobgoblin horde travels fast and only takes the stuff they need with them. Warmachines are transported in wolf-drawn carts or on the back of a mighty Behemoth. Infantry and mountless archers stay behind. These ‘inferior’ soldiers follow the horde as fast as they can.
To represent this, you may only field mounted units and warmachines in you’re deployment turn. On turn 2 the infantry arrives. They turn up in youre deployment zone just like if they had pursued of the board
Supreme
Hobgoblins see infantry as inferior and don’t care if mountless troops run away. To represent this, any mounted model in the army ignores panicking unit of Youngbloods, Archers, Wolfkin or Scavengers.
Quell Animosity
Khans and Hobyars have a commanding presence surrounding them, and other Hobgoblins will think twice before starting to bicker under their command. You may re-roll Animosity for every unit within 6” of any War Khan, Khan or within 4” unit of Hobyars.
Mounted Master
A War Khan or Khan will never voluntary fight on foot and are extremely skilled in wielding weapons when mounted. They must buy a mount and may fight with two hand weapons while mounted.
‘Es da Boss
War Khans are fearless and ferocius warriors and it is hard to impress or scare them. This feeling of power influences all around him. A War Khan and the unit he is with are immune to Psychology.
Flanking
Outriders scout far ahead of the main army to engage the enemy in their flank. You may choose not to deploy the Outriders with the rest of your army, keep them at the side of the board instead. On turn 2, roll a D6. On a 4+ the Outriders arrive from any flank side of the board. If they do not turn they will arrive on a 3+ on turn 3, etc. A roll of 1 is always a mis. The Outriders are treated as if they had pursued of the board.
Raider Shot
Outriders may fire their missile weapons if they flee from a charge. They suffer a -1 penalty representing how hard it is to turn around in the saddle and shoot, al from a running wolf.
Wildlings
Wild Wolves do not count to the minumum amount of Core Units you must include in you’re army, except if there is an Oldfang present. Oldfangs may not be the army general. Units with the ‘Wildlings’ special rule may only be joined by characters who are subject to ‘Wildlings’ themselves.
Slavering Charge
Wild Wolves and Oldfangs add +1 to their Strength when they charge in te first round of combat.
Inspiring Presence
If an Oldfang joins a unit of Wild Wolves, they may use its leadership and become subect to frenzy.
Unreliable
Whenever a unit of Scavengers roll a 1 on a to hit roll when shooting with a handgun, the unit suffers 1 S4 hit with a -2 armour save.
Heart of the Horde
War Drums are carried by massive creatures called Behemoths into battle. The slow beat of the drums sounds like the heartbeat of the Hobgoblin army. The War Drum counts excectly like a battle standard bearer. However, the Drum cannot be captured when it is broken from combat. You may not re-roll a Break test if the War Drum is fleeing. If the enemy manages to kill the War Drum in Close Combat it scores and additional 100 Victory Points, just like when you capture the Battle Standard. Magic Banners cannot be captured or recaptured.
Impact Hits
The Behemoth causes D6 S5 Impact Hits on the charge.
Carrion
A murder of Ravens is not deployed normally. Once the first unit (friendly or enemy) has been run down or wiped out, you may place the murder of ravens within 1" of where the combat ended.
SHINY STUFF
Magic Weapons:
Red Scimitar 65 points
A weapon of great power, forged by the smith-shamans of Fekni the mischievous fire god. The Red Scimitars of Fekni are tempered in the blood of captives and enchanted with incantations by the shamans, making it a weapon wich hungers for flesh and cuts through mail as easy as if it were cloth.
This sword has a -3 save modifier and any model wounded by it loses D3 wounds rather than just one.
Foe-basher 50 points
This weapon is said to be a gift to the Hobgoblin race by the brutal earth God Gork. It strikes with the strength of the earth, shattering bones at the impact.
Any attack made by the character wielding this weapon will automaticaly wound if it hits. Roll to hit as normal. No roll to wound is required. Use the characters strength for the save modifier.
Foe-slasher 50 points
This weapon is said to be a gif to the Hobgoblin race by the cunning sky God Mork. It is guided by the wind to always hit its target.
Any blows struck by this weapon will always hit. No roll to hit is required.
Behemoth Bow 35 points
From the bone of the great Shii’tarr, the mightiest Behemoth of all, this bow was made. Enchanted with wind-magic by a great Shaman it will strike with great strength and accuaray.
This mighty magical bow fires S5 arrows and gives +1 BS.
Flaming Blade 5 points
This sword envelops in flames at each strike, engulfing the bearers enemy in fire.
The characters attacks are count as flaming.
Magic Armour:
Mountain Shield 50 points
An ancient shield from the Mountains of Mourn, it is covered in extremely thick, enchanted leather.
Counts as a shield. The bearer receives +1 Toughness.
Daemonhead Helmet 45 points
Long ago, a Shaman created this helmet with the aid of a deamon, who told him the name of his rival enabling the shaman to bind it to the artifact.
A powerful wind demon is magically bound to defend the wearer of this helmet, if the wearer is ever wounded. To represent this when the character wearing it has lost a wound, he gains a 4+ ward save and a magic resistance (1) for the remainder of the battle. In addition it gives a 6+ armour save that may be combined with other mundane or magic armour.
Armour of Mountain Bone 30 points
Made from an unknown kind of metal, this suit of armour grants its wearer maximal protection.
Gives the character a 1+ armour save wich cannot be increased in any way.
Talismans:
Amulet of Arcane Gusts 45 points
Being an embodiment of the raw magic winds, this amulet grants his wearer protection against enemy spell fire.
Whenever the wearer is hit by a magic missile, he may roll a dice. On a 4+, the spell is redirected to a model of the defending players choice, that is within range of the spell.
Stoneskin Gemstone 30 points
Embedded in an ornamented plate of dark colored gold, this gemstone offers the Hobgoblin wearing it a mystical protection.
Grants the wearer a +5 ward save.
Pelt of Retribution 25 points
Fashioned from the pelt of a mighty wolf, this cloak is enchanted with spells of vengeance.
Any model that hits the wearer in combat takes an automatic hit of the same strength for each successful hit they inflicted.
Ring of Haruks Wrath 10 points
The healing God Haruk knows more than just healing. Plants and trees are also his domain and the poisons they make can be turned in a terrible weapon. This ring is said to be embedded with the vengefull power of the Healing God, making the enemy of the wearer suffer a painful and horrible death.
All attacks made by the wearer become poisoned.
Enchanted Items:
Collar of Gork 65 points
Characters on Giant Wolf or Monster Wolf only
Crackling with the energies of the Earth God, this collar gives great power to the wolf wearing it.
The wearer’s steed is granted +1 strength and +1 toughness.
Collar of Mork 40 points
Characters on Giant Wolf or Monster Wolf only
Said to be the collar Mork gave to the Hobgoblin guardian-god Wolf. It gives the bearer the ability to walk on the winds.
The heroes mount can fly.
Bucca Amulet 40 points
A Hobgoblin can use this amulet to summon a swarm of small wind spirits called Bucca’s to his aid. They will viciously attack their target and then retreat to the amulets’ wearer.
In the shooting phase, the character can unleash the Bucca’s as an ranged attack with a range of 16”. The Bucca’s deal 2D6 S3 magical attacks distributed like shooting.
Skull Cup 40 points
Crafted from the skull of an enemy mage, this cup gives magical power to all who drinks from it.
The character is subject to regeneration.
Spirit Ring 25 points
Bound Spell Power Level 3
Spirits are trapped within this magical ring, when unleashed they will vengefully attack. After release they are sucked back into the ring.
This ring contains the Spirit Blast spell from the Lore of Spirits.
Arcane Items:
Staff of Trickery 50 points
This stave carries a cunning enchantment to trick enemy wizards. A shaman can use this staff to rechannel the power of enemy spells into the very essence that thwarts their casting.
Whenever you make a Dispel roll, you may exchange one of your dice for one of your opponents dis. This does not effect the casting level of the spell (and so will not cancel Irresistible Force or cause a Miscast), but may be used to increase your dispel total.
Book of Fekni 25 points
This ancient tome is written in a language that the Hobgoblins cannot understand, but some shamans instincively understand its’ writings. These are destined to become the smith-shamans of Fekni and wield its destructive power.
The Shaman may choose its spells from the lore of fire.
Wyrdgem 25 points
Found only in the far north, these mysterious purple gem protects its bearer for its own magic.
The bearer ignores its first mistcast (though the spell is not cast and may not be re-attempted this turn). A Shaman may have multiple Wyrdgems. One use only.
Magic Banners:
Banner of Disruption 50 points
The icon on this standard buzzes with chaotic enchantments making it impossible for enemy wizards to focus.
Any wizard within 6 inches of the model carrying the banner cannot cast any spells.
Yarbluk’s Banner 50 points
Yarbluk Khan was a Hobgoblin who was known for showing courage in the most desperate situations. If he was extremely brave or crazy no one knows, but Hobgoblins still find courage by looking at the famous Khans’ banner.
Once during the game, the unit carrying Yarbluk’s Banner may automatically pass any failed leadership test.
Flag of the Plainstrider 30 points
‘The wind blows in favour of the victorious’ is a phrase well known in the Khanate. This banners magical energies makes the bearer and his comrades faster.
The unit that carries the Flag of the Plainstrider, adds +1 to its basic movement value.
Icon of the Howling Wolf 30 points
This bronze hollow wolf head makes a nerve-wrecking howling noise. The Hobgoblins are driven crazy by the sound, wich they think of as the war cry of their chief-God Wolf.
The unit carrying this banner becomes subject to frenzy.
Scribble of Squabbles 10 points
Words are seemingly flowing over this banners surface like oil on water, always thwirling an moving. Hobgoblins somehow forget what they are argueing about when under the influence of this strange artifact.
The unit carrying this banner no longer suffers from animosity.
Hobgoblin Armoury
Dragon Lances
Made out of bamboo and gunpowder stolen from nearby Cathay, the Hobgoblins from the borderlands of Kuresh make a destructive piece of weaponry they call the Dragon Lance. They fill a long piece of bamboo with gunpowder and flint in the top so hopefully it will explode if it hits something hard enough.
Dragon Lances give a +3S on the charge. If you roll a 1 to hit the Dragon Lancier unit receives a S6 hit.
Wolfpelts
Sometimes a Hobgoblin gets rejected by the wolves time after time. If this happens to much, the Hobgoblins will go crazy with shame and take up the pelt of a wolf as a weapon. Steel blades are attached to the paws and the thick pelt offers protection to the crazed hobgoblin wearing it.
Units equipped with wolfpelts count as figthing with two hand weapons and light armour. In addition, a wolfpelt gives a 5+ armour save against ranged attacks.
LORE OF THE SPIRITS
The Hobgoblin Shamans follow an unique path of magic, communicating with the spirits of the Earth and Sky, and everything inbetween. The Hobgoblins rever the great and cunning sky Mork and the powerful Earth Gork as their primary deities. Other important gods are Wolf, the creator and protector of the Hobgoblins, Fekni the mischievous but destructive tricker God of fire and Haruk the God of healing.
The Shamans use a scala of wards and totems to protect troops and areas or summon spirits to aid them. Calling forth the power and will of Gork-Earth and Sky-Mork, Shamans draw respect from the otherwise unruly Hobgoblins.
Totem magic is unique to Hobgoblin Shamans. If a totem spell is cast place a marker where you want to cast it. The effects of the spell last for a number of turns based on a D3 roll, you may cast another spell even if the totem spell remains in play but you may not cast it again until it stops or is dispelled. The opposing player may try to dispel it in the Hobgoblin players’ magic phase by rolling higer then or the casting roll.
To randomly generate a spell, roll a D6 and consult the chart below. If you roll the same spell twice for the same Wizard, roll again.
D6 Spell Casting Value
1 Spirit Blast 5+
2 Totem of the Howling Wolf 7+
3 Healing Totem of Haruk 8+
4 Spitting Totem of Fekni 8+
5 Storm Totem of Mork 9+
6 Fury Totem of Gork 10+
Spirit Blast Cast on 5+
This is a magic missile with a range of 24”. If successfully cast, the spell hits its target and causes D6 Strength 4 hits.
Totem of the Howling Wolf
Totem spell Cast on 7+
This spell may be cast anywhere within 12” and in line of sight of the Wizard. If successful, any unit within 8” of the totem is rallied immediately.
Healing Totem of Haruk
Totem spell Cast on 8+
This spell may be cast anywhere within 18” and in line of sight of the Wizard. If successfully cast any friendly unit that comes within 6” of the totem and is in combat heals D6 wounds in the close combat phase, after both sides have fought but before calculating combat resolution. Characters or multiple wound monsters within 8” of the totem heal D6 wounds if they are not engaged in combat.
Spitting Totem of Fekni
Totem spell Cast on 8+
This spell may be cast anywhere within 24” and in line of sight of the Wizard. If successfully cast the ward may fire a magic missile with a range of 24” and D6 S4 hits every magic phase it lasts, including the phase it is cast. The magic missile counts as a flaming attack.
Storm Totem of Mork
Totem spell Cast on 9+
This spell may be cast anywhere within 12” and in line of sight of the Wizard. If successfully cast, no shooting with Strength 4 or less can be targeted at units within 12” of the totem – even if some models in the unit are more than 12” away. A vicious storm of wind engulfs the whole unit if any part is within 12” of the totem. This doesn’t prevent units from firing through or out of the affected area at targets beyond. In addition, all enemy units within 12” of the totem move at half speed due to the effect of the storm. Note that this move penalty only applies when actually within the affected area – enemy treat the entire zone as if it were difficult ground.
Fury Totem of Gork
Totem spell Cast on 10+
This spell may be cast anywhere within 18” and in line of sight of the Wizard or within 12” of a hill, rocky outcrop, ruins or any other area wich has been identified as high ground, rocky or ruinous before the game and is visible to the caster. If successfully cast place the large template over the marker. Any model under the template suffers a S5 hit, if the totem lasts two or three turns, subtract a Strength from the hit every turn. (S4 on turn 2 and S3 on turn 3). In addition, roll a D6. Any unit within this distance in inches from the template move at half their Movement rate in their next turn and may not shoot missle weapons. Warmachines in the area may only fire on a 4+. This effect only lasts the first turn.