Leaders and forces of the Gha^zhakh Hordes
Page 1 of 1
Leaders and forces of the Gha^zhakh Hordes
Characters:
Fas Fatum:
Considered one of the heroes of the goblin kingdom of Gha^zhakh, an interesting title for someone who physically seems to be an ordinary human in the first place. It was he who united the goblin clans and taught them tactics, strategy, and trades. He hasn't seemed to age a day from when he took control of the goblin tribes, and his own parentage and origins remain a mystery, though his pale skin seems to suggest it was nowhere near the equator.
Contrary to how one would expect the goblin leader to be, Fas is clumsy, jovial, generous, and kind to those around him. why he and his kingdom have become so warlike despite is at the moment, unknown.
as Fas has up until now rarely taken to the field with his forces, his powers have been for the most part unknown, however, recently he's participated on the battlefield more personally, so it's assumed they will soon be revealed.
Equipment:
Fas uses a black-steel scimitar, capable of cutting through armor fairly easily, though it has more of a problem with thicker sets than thinner ones.
Blacksteel armor: made and handcrafted by the finest goblin blacksmith's, the steel armor is not the strongest of armors, though it's far beyond what the common soldier would use, but it's most useful feature is that it hardly restrict's fas's movement in the least, as it is quite lightweight. however, due to maneuverability being the key note in the armor's design, the armor itself is quite light in the leggings, and leaves very little for shoulder or elbow-guards, giving it some weak-points. While enchantment is not a truly well-known skillset of the shamans, they did at the least enchant the armor to ward off direct magical effects, and to give the bearer the ability to see in the dark. The helm of the armor gives a fairly open gap for Fas to see through, and is styled to have the shape of a wolf's head.
Gitilla The hunter:
One of the youngest members of the goblin army, Gitilla is nonetheless known for his incredible skill in battle with his wolf rider squadron - one of the few goblins to command underlings other than a warboss. Gitilla started off as a young wolf rider on the plains - unique in the fact that he was the first goblin to tame a dire wolf, and that he was one of the first goblins not to be known for incredible amounts of cowardice. Gitilla soon became known by several goblin warbosses, as being able to conduct the most incredible raids with his wolf-riders, and under Fas, he soon was given special status and a small plot of land for he and his wolf-riders to call their own. Since then, he's become one of Fas's finest soldiers, and is usually sent to aid any that require it. His unit's gotten an excellent reputation for being both great at pursuing an enemy, and having an almost supernatural ability to escape them, when the battle goes ill.
Personality-wise, Gitilla is a battle-junkie, going beyond even the natural expectations of a goblin's bloodlust. Despite this, however, he's a level-headed fighter outside of battle, and appreciates the simpler things in life. He also cares quite a bit about his men, and hates seeing even one go down in battle. often, warbosses give him no strategic advice, instead letting him strategize on his own, often giving devastating results.
Equipment:
Ulda: A wolf as large as a horse, Ulda is not a regular giant wolf, but in fact a dire wolf, a breed suspected to be demonic. Ulda is a powerful fighter in her own right, and also an excellent tracker. Besides which, she's known for moving like a bolt of lightning and is considered by most to be the fastest wolf in existence.
Bone bow: given minor enchantments, the Bone bow is known both for it's durability and for the fact that the arrows Gitilla fires from it seem to have more punch than a crossbow. It's never been learned just what kind of animal Gitilla made this bow from, and he himself claims to have forgotten.
Gruntalope fur cloak: The thick pelt of the gruntalope's that Gitilla hunted in his younger days were well-known for being tough, and it shows in Gitilla's cape. a combination of thick and tough, not to mention light, that even the best of leather armor cannot match, the cloak's hide has saved Gitilla's own skin from arrow-fire many times, and has even entangled swords attempting to strike him before.
Scimitar: Though proficient in it's use, Gitilla prefers not to have to use this weapon, as his division is not meant to get so close to the enemy. Nonetheless, Gitilla's skill with it makes him a master with the weapon and far above the capabilities of even regular goblin elite.
Skarsnik, Warlord of the Night goblins:
Skarsnik, a genius of a night-goblin, and perhaps the smartest goblin ever, leads the night goblins and is second only to Fas in power, though it would be quite easy - and occasionally has in the past - for him to disobey Fas's orders in order for him to lead his clan in a way he considers better. The night-goblins certainly respect Fas, but their loyalty to Skarsnik hinges on worship - for good reason, given that Skarsnik had, before Fas appeared - led them to many victories against the skaven and dwarves in that region, eventually occupying the ancient dwarven fortress of Karaz-a-Karak. It was he who forged the night goblin tribes into a unified fighting force, very similar to how Fas did so with the entirety of goblinkind.
It's often thought that Skarsnik would very much want to unseat Fas from power using his own guile and treachery that he is so well-known for, however, Skarsnik truly feels no inclination at the moment, seeing Fas's intelligence as useful and keen. His own position and power grew after he warily accepted Fas's offer to join his kingdom, and so long as he continues to see him as a competent leader, he will not threaten his life. Of course, if Fas doesn't continue to perform well as leader...
Equipment:
Skarsnik's prodder: This magical spear is of a fine make, and contrary to popular belief Skarsnik can use it with an incredible degree of skill, but the real power of the spear is it's been magically enchanted to be able to project the spite of the goblins as a magical missile into enemy ranks. while it's slow to charge, it fires a green bolt capable of killing a man under ordinary conditions, and it's power increases further when used near large amounts of fellow goblins, the blast released then becoming comparable to the firepower of a light cannon shot in terms of potency and destruction.
Gobblah: Gobblah is a great cave squig and a loyal pet to Skarsnik with an unusually large mouth even for a cave squig, capable of devouring a man whole in a single bite. Many challengers to Skarsnik have lost their lives in the belly of this massive, horse-sized beast
Gha^ring^so:
The name given to the oldest goblin of an era, Gha^ring^so translates to "goblin high elder". Gha^ring^so IS said to have another name, but he does not ever speak of it, and no one alive is old enough to remember it. It was he who learned the little Waaagh! Spells, long after the original knowledge was forgotten, and it was he who taught goblins how to fight with a scimitar. While a reasonably adept shaman, Gha^ring^so has long been surpassed on the subject by other, better wizards. it is his skill with a blade that gives him true deadliness, able to cut a swathe through even the best troops without effort. Nowadays, however, he rarely goes to fight himself, instead preferring to act as an advisor to the new young leaders of Gha^zhakh. This is due to an illness he carries, which tends to debilitate him at almost entirely random times. When Gha^ring^so is overcome by this, he tends to cough up blood, and lost most of his mobility and strength. While the shamans have attended to this condition for a long time now, and have kept it from worsening, they have not been able to cure it so far, and thus it's often speculated just how much longer this pillar of the past will continue to live for.
Equipment:
Scimitar: Gha^ring^so's personal sidearm, the scimitar's only notable feature over others of goblin-make is it's fine craftsmanship and the three eagle feathers attached to the bottom of the handle.
Chittin:
Serving as the king's personal covert guard, little is known about Chittin aside from the fact he learned his fighting technique from Gha^ring^so himself, and that he is a mute. The rags he wears are of his own choosing, and while he's known for his fighting technique, he's also known even moreso for the fact that he can often vanish without a trace - while he doesn't seem to carry magical items or have any special abilities, his natural abilities of stealth seem unnatural in just how quickly he can make himself disappear and reappear, using only his own training. he's also known for his unusually sharp nails, in that they're both durable and sharp enough to slash out a man's throat.
Equipment:
Bone dagger: Made in the shape of a scimitar, the ivory used in this dagger seems more durable than the iron or blacksteel others use, but only the sharp tip of the dagger has an edge. This hardly blunts Chittin's abilities, however, particularly given his propensity for mixing hand-to-hand combat with his bladework.
Dirr^bazak:
The current leader of the goblin shamans, Dirr^bazak is surprisingly uncouth despite his position. Getting along best with Gitilla, he hardly represents the more serious, cunning atmosphere that's expected of the shaman. nonetheless, he's also the most talented shaman in current memory, and has even created a couple spells for his personal use, a feat not known of since Gha^ring^so created the tenets of the little Waaagh!. His magical stamina is said to be equal to that of 3 of any other shaman, additionally, and despite how oddly he may act, he is incredibly clever when it comes to spellwork.
equipment:
Shrunken head of the ancestor:
Dirr^bazal has never said what kind of being this skull comes from, but he's used it several times before to aid his spellwork. using the shrunken head of the ancestor and the aid of his own spellwork, Dirr^Bazal can use the skull to emit a blinding light directly in front of him in a wide cone, blinding any who look directly at it. this is mainly used to support troop advances, or in emergencies when Dirr^bazal is cornered. this spell can be used once a day in a wide cone, and then a second time as a narrow beam. neither one actually harms the victim besides searing the retinas.
Staff of blowin' stuff up:
The product of, and quite obviously named by, Dirr'bazal himself, the staff of blowin' stuff up can be used to fire off a blast, that, rather than exploding, will make a weapon shatter into projectile fragments once hit by the staff. this ability works on shields too, but for some reason has no effect on clubs or any other weapon of wood - though wooden shields are another matter. Dirr'bazal's spells here are quite unique and the enchantment of the staff is quite amazing, but he's quite unfortunately managed to forget the spellwork for creating the spell itself, let alone enchanting it onto a weapon. Truly, Dirr'bazal's brilliance is only balanced by his stupidity.
Dagger of hackin':
Again, named by Dirr'bazal, the dagger of hackin' is simply a dagger used by Dirr'bazal in magic rituals and combat, that cleaves through heavy armor like paper. while definitely an above-average weapon, it's rather mitigated by the fact the Dirr'bazal only knows the basics of how to use it.
Fas Fatum:
Considered one of the heroes of the goblin kingdom of Gha^zhakh, an interesting title for someone who physically seems to be an ordinary human in the first place. It was he who united the goblin clans and taught them tactics, strategy, and trades. He hasn't seemed to age a day from when he took control of the goblin tribes, and his own parentage and origins remain a mystery, though his pale skin seems to suggest it was nowhere near the equator.
Contrary to how one would expect the goblin leader to be, Fas is clumsy, jovial, generous, and kind to those around him. why he and his kingdom have become so warlike despite is at the moment, unknown.
as Fas has up until now rarely taken to the field with his forces, his powers have been for the most part unknown, however, recently he's participated on the battlefield more personally, so it's assumed they will soon be revealed.
Equipment:
Fas uses a black-steel scimitar, capable of cutting through armor fairly easily, though it has more of a problem with thicker sets than thinner ones.
Blacksteel armor: made and handcrafted by the finest goblin blacksmith's, the steel armor is not the strongest of armors, though it's far beyond what the common soldier would use, but it's most useful feature is that it hardly restrict's fas's movement in the least, as it is quite lightweight. however, due to maneuverability being the key note in the armor's design, the armor itself is quite light in the leggings, and leaves very little for shoulder or elbow-guards, giving it some weak-points. While enchantment is not a truly well-known skillset of the shamans, they did at the least enchant the armor to ward off direct magical effects, and to give the bearer the ability to see in the dark. The helm of the armor gives a fairly open gap for Fas to see through, and is styled to have the shape of a wolf's head.
Gitilla The hunter:
One of the youngest members of the goblin army, Gitilla is nonetheless known for his incredible skill in battle with his wolf rider squadron - one of the few goblins to command underlings other than a warboss. Gitilla started off as a young wolf rider on the plains - unique in the fact that he was the first goblin to tame a dire wolf, and that he was one of the first goblins not to be known for incredible amounts of cowardice. Gitilla soon became known by several goblin warbosses, as being able to conduct the most incredible raids with his wolf-riders, and under Fas, he soon was given special status and a small plot of land for he and his wolf-riders to call their own. Since then, he's become one of Fas's finest soldiers, and is usually sent to aid any that require it. His unit's gotten an excellent reputation for being both great at pursuing an enemy, and having an almost supernatural ability to escape them, when the battle goes ill.
Personality-wise, Gitilla is a battle-junkie, going beyond even the natural expectations of a goblin's bloodlust. Despite this, however, he's a level-headed fighter outside of battle, and appreciates the simpler things in life. He also cares quite a bit about his men, and hates seeing even one go down in battle. often, warbosses give him no strategic advice, instead letting him strategize on his own, often giving devastating results.
Equipment:
Ulda: A wolf as large as a horse, Ulda is not a regular giant wolf, but in fact a dire wolf, a breed suspected to be demonic. Ulda is a powerful fighter in her own right, and also an excellent tracker. Besides which, she's known for moving like a bolt of lightning and is considered by most to be the fastest wolf in existence.
Bone bow: given minor enchantments, the Bone bow is known both for it's durability and for the fact that the arrows Gitilla fires from it seem to have more punch than a crossbow. It's never been learned just what kind of animal Gitilla made this bow from, and he himself claims to have forgotten.
Gruntalope fur cloak: The thick pelt of the gruntalope's that Gitilla hunted in his younger days were well-known for being tough, and it shows in Gitilla's cape. a combination of thick and tough, not to mention light, that even the best of leather armor cannot match, the cloak's hide has saved Gitilla's own skin from arrow-fire many times, and has even entangled swords attempting to strike him before.
Scimitar: Though proficient in it's use, Gitilla prefers not to have to use this weapon, as his division is not meant to get so close to the enemy. Nonetheless, Gitilla's skill with it makes him a master with the weapon and far above the capabilities of even regular goblin elite.
Skarsnik, Warlord of the Night goblins:
Skarsnik, a genius of a night-goblin, and perhaps the smartest goblin ever, leads the night goblins and is second only to Fas in power, though it would be quite easy - and occasionally has in the past - for him to disobey Fas's orders in order for him to lead his clan in a way he considers better. The night-goblins certainly respect Fas, but their loyalty to Skarsnik hinges on worship - for good reason, given that Skarsnik had, before Fas appeared - led them to many victories against the skaven and dwarves in that region, eventually occupying the ancient dwarven fortress of Karaz-a-Karak. It was he who forged the night goblin tribes into a unified fighting force, very similar to how Fas did so with the entirety of goblinkind.
It's often thought that Skarsnik would very much want to unseat Fas from power using his own guile and treachery that he is so well-known for, however, Skarsnik truly feels no inclination at the moment, seeing Fas's intelligence as useful and keen. His own position and power grew after he warily accepted Fas's offer to join his kingdom, and so long as he continues to see him as a competent leader, he will not threaten his life. Of course, if Fas doesn't continue to perform well as leader...
Equipment:
Skarsnik's prodder: This magical spear is of a fine make, and contrary to popular belief Skarsnik can use it with an incredible degree of skill, but the real power of the spear is it's been magically enchanted to be able to project the spite of the goblins as a magical missile into enemy ranks. while it's slow to charge, it fires a green bolt capable of killing a man under ordinary conditions, and it's power increases further when used near large amounts of fellow goblins, the blast released then becoming comparable to the firepower of a light cannon shot in terms of potency and destruction.
Gobblah: Gobblah is a great cave squig and a loyal pet to Skarsnik with an unusually large mouth even for a cave squig, capable of devouring a man whole in a single bite. Many challengers to Skarsnik have lost their lives in the belly of this massive, horse-sized beast
Gha^ring^so:
The name given to the oldest goblin of an era, Gha^ring^so translates to "goblin high elder". Gha^ring^so IS said to have another name, but he does not ever speak of it, and no one alive is old enough to remember it. It was he who learned the little Waaagh! Spells, long after the original knowledge was forgotten, and it was he who taught goblins how to fight with a scimitar. While a reasonably adept shaman, Gha^ring^so has long been surpassed on the subject by other, better wizards. it is his skill with a blade that gives him true deadliness, able to cut a swathe through even the best troops without effort. Nowadays, however, he rarely goes to fight himself, instead preferring to act as an advisor to the new young leaders of Gha^zhakh. This is due to an illness he carries, which tends to debilitate him at almost entirely random times. When Gha^ring^so is overcome by this, he tends to cough up blood, and lost most of his mobility and strength. While the shamans have attended to this condition for a long time now, and have kept it from worsening, they have not been able to cure it so far, and thus it's often speculated just how much longer this pillar of the past will continue to live for.
Equipment:
Scimitar: Gha^ring^so's personal sidearm, the scimitar's only notable feature over others of goblin-make is it's fine craftsmanship and the three eagle feathers attached to the bottom of the handle.
Chittin:
Serving as the king's personal covert guard, little is known about Chittin aside from the fact he learned his fighting technique from Gha^ring^so himself, and that he is a mute. The rags he wears are of his own choosing, and while he's known for his fighting technique, he's also known even moreso for the fact that he can often vanish without a trace - while he doesn't seem to carry magical items or have any special abilities, his natural abilities of stealth seem unnatural in just how quickly he can make himself disappear and reappear, using only his own training. he's also known for his unusually sharp nails, in that they're both durable and sharp enough to slash out a man's throat.
Equipment:
Bone dagger: Made in the shape of a scimitar, the ivory used in this dagger seems more durable than the iron or blacksteel others use, but only the sharp tip of the dagger has an edge. This hardly blunts Chittin's abilities, however, particularly given his propensity for mixing hand-to-hand combat with his bladework.
Dirr^bazak:
The current leader of the goblin shamans, Dirr^bazak is surprisingly uncouth despite his position. Getting along best with Gitilla, he hardly represents the more serious, cunning atmosphere that's expected of the shaman. nonetheless, he's also the most talented shaman in current memory, and has even created a couple spells for his personal use, a feat not known of since Gha^ring^so created the tenets of the little Waaagh!. His magical stamina is said to be equal to that of 3 of any other shaman, additionally, and despite how oddly he may act, he is incredibly clever when it comes to spellwork.
equipment:
Shrunken head of the ancestor:
Dirr^bazal has never said what kind of being this skull comes from, but he's used it several times before to aid his spellwork. using the shrunken head of the ancestor and the aid of his own spellwork, Dirr^Bazal can use the skull to emit a blinding light directly in front of him in a wide cone, blinding any who look directly at it. this is mainly used to support troop advances, or in emergencies when Dirr^bazal is cornered. this spell can be used once a day in a wide cone, and then a second time as a narrow beam. neither one actually harms the victim besides searing the retinas.
Staff of blowin' stuff up:
The product of, and quite obviously named by, Dirr'bazal himself, the staff of blowin' stuff up can be used to fire off a blast, that, rather than exploding, will make a weapon shatter into projectile fragments once hit by the staff. this ability works on shields too, but for some reason has no effect on clubs or any other weapon of wood - though wooden shields are another matter. Dirr'bazal's spells here are quite unique and the enchantment of the staff is quite amazing, but he's quite unfortunately managed to forget the spellwork for creating the spell itself, let alone enchanting it onto a weapon. Truly, Dirr'bazal's brilliance is only balanced by his stupidity.
Dagger of hackin':
Again, named by Dirr'bazal, the dagger of hackin' is simply a dagger used by Dirr'bazal in magic rituals and combat, that cleaves through heavy armor like paper. while definitely an above-average weapon, it's rather mitigated by the fact the Dirr'bazal only knows the basics of how to use it.
Last edited by agentaaa on Thu Sep 06, 2012 10:00 am; edited 13 times in total
Re: Leaders and forces of the Gha^zhakh Hordes
Special divisions:
Gitilla's Wolf Riders:
A powerful and elite lot, Gitilla's wolf riders are handpicked by Gitilla himself, and number roughly twenty in number. Unlike most wolf riders, Gitilla's men are skilled in using shortbows along with curved scimitars, and are able to use both with a skill normally not seen from goblinkind. the wolves they use themselves are dire wolves - wolves that are larger than even the regular giant wolves normally used by goblins, and in fact close to a horse in size. these wolves do not trade speed for their size, and are normally faster than their regular brethren. It's theorized these dire wolves might be demonic in nature - mostly because those wolves that are killed vanish in a puff of smoke - And it's part of the trial to become part of Gitilla's band to tame one of these creatures by hand, without assistance. Thus, only the bravest or stupidest of goblins attempt to join Gitilla's division.
Freelancers:
Goblin mercenaries who, until now, have served in many armies, they've been put on a permanent payroll by Fas, and not for an inconsiderable sum either. roughly a hundred in number, and split into 2 groups within the army for the most part, these goblins have a large amount of armor, and prefer straight swords rather than the scimitars normally used by their kind in melee combat. the Freelancers tend to be more disciplined in how they fight compared to some of their kin, and have a spartan living style and discipline ingrained in them. No one knows just where the Freelancers came from, and, indeed, no one who is not part of the freelancers has ever seen a freelancer without his helmet on. One thing is for sure, despite their size, only death can come of underestimating a Freelancer.
'eavy Hacka's:
a division of roughly one hundred and fifty in the army, the 'eavy Hacka's are the only axe-wielding division in the goblin army, and are also considered the best in pure strength, using axes to great effect on the battlefield. Normally the 'eavy Hacka's are used to clear particularly frustrating lines of swordsmen when heavy archer fire abounds on the battlefield, partially due to their large axes being able to cleave through flesh and armor fairly easily compared to a scimitar, and partially due to their armor being particularly effective in warding off enemy projectile fire. the strong emphasis on head-protection allows them to last especially well against volley fire, though direct confrontation with an archer is normally more challenging for them. Why these individuals seem to be so much stronger than the average goblin remains a mystery.
Orc war Vet:
the largest of the "special" divisions in the goblin army at a number of five hundred, the orc war vet's are not, as the name might suggest, orcs, but are in fact the part of the goblin army that was alive at the end of the orc wars(most of the remainder dying due to old age). These salty soldiers are certainly crochety and hard to handle, but are devastating in combat with their spiked maces. they use a mostly defensive, conservative style of fighting, and are most at home fighting in siege or defensive conditions, these being the style they grew up on when outnumbered and outgunned by the huge orcish hordes of yesteryear. They're also canny enough to use all number of tactics, from kicking a rock into an opponent's shin to spitting into an enemy's eye, and are known for their crass behavior both in and out of combat.
Halberdier's of Innithberg:
Having spend a long time fighting in the far east, this goblin division adopted the dress and favored weapons of those who live in those parts. These goblins are, like most experienced fighters, rather skilled with a weapon, and the weapon of choice they use is a halberd. While not as strong with their light halberds at breaking the charge, they're able to use and swing them quite quickly, allowing them to keep cavalry back fairly effectively. besides which, they've also gained a minor resistance to heat, thanks to their time in the deserts, which allows them to fare better in hot conditions than other goblins.
Gha^Zhakh Assassins:
A secret order entrusted to protecting the king, the Gha^zhakh assassins are part detective and part executioner - besides their combat use, they also regularly survey the goblin populace for traitors and others that might harm the king. Using only light knives and wearing no armor, they're able enough in combat despite due to their speed and highly trained body. It is rumored that Chittin might be their leader, but the truth of that is currently unknown.
Painbringa's:
Favoring serrated swords and wielding large shields and excellent-make helms, these goblins fought alongside a human mercenary unit for some time before returning to the kingdom of Gha^zhakh shortly after it's formation. As a result, they picked up traditional human fighting style and weaponry, and soon became a mainline troop to conduct in assaults, quite effective at using a blend of goblin and human fighting style to both use and counter the style they had learned from them.
Huntsmen of Rhudaur:
Archers of the highest caliber, they served with the painbringa's abroad and came with them when they joined the new goblin kingdom of Gha^zhakh. Luckily, humans are one of the few nations the goblins are not racist towards - if it had been a dwarven or elven faction, things might have turned out differently. Nonetheless, the huntsmen of Rhudaur are normally called when heavy ranged support is needed or the goblins are fighting in a forest setting, as they are experts in both manners. Besides their handcrafted bows, the huntsmen of Rhudaur are known besides for using short swords in melee combat.
Shamans of the little Waaagh!
The shamans of the little Waaagh! Are the main spellcasters of the Gha^zhakh army, focused on casting magic to confound and weaken their foes. While their direct damage dealing capabilities are horrid, they can do such horrid things as confound and cloud the opponent's mind in order to reduce his fighting skill, guide goblin weaponry to the little weakpoints in an enemy's armor, cause an entire group to break out in severe hives, or briefly startle and scare opponents by giving them "da curse of da bad moon". This order's number changes often, whenever one shaman takes an apprentice, or another accidentally blows himself up. Such is the volatility of goblin magic. while next to useless when not supported by an army, goblin shamans are devastating when used in conjunction with fresh troops, and are often used to spearhead offenses at difficult portions of the battlefield, their irrational and often illogical magic being hard to counter by any defense.
Gitilla's Wolf Riders:
A powerful and elite lot, Gitilla's wolf riders are handpicked by Gitilla himself, and number roughly twenty in number. Unlike most wolf riders, Gitilla's men are skilled in using shortbows along with curved scimitars, and are able to use both with a skill normally not seen from goblinkind. the wolves they use themselves are dire wolves - wolves that are larger than even the regular giant wolves normally used by goblins, and in fact close to a horse in size. these wolves do not trade speed for their size, and are normally faster than their regular brethren. It's theorized these dire wolves might be demonic in nature - mostly because those wolves that are killed vanish in a puff of smoke - And it's part of the trial to become part of Gitilla's band to tame one of these creatures by hand, without assistance. Thus, only the bravest or stupidest of goblins attempt to join Gitilla's division.
Freelancers:
Goblin mercenaries who, until now, have served in many armies, they've been put on a permanent payroll by Fas, and not for an inconsiderable sum either. roughly a hundred in number, and split into 2 groups within the army for the most part, these goblins have a large amount of armor, and prefer straight swords rather than the scimitars normally used by their kind in melee combat. the Freelancers tend to be more disciplined in how they fight compared to some of their kin, and have a spartan living style and discipline ingrained in them. No one knows just where the Freelancers came from, and, indeed, no one who is not part of the freelancers has ever seen a freelancer without his helmet on. One thing is for sure, despite their size, only death can come of underestimating a Freelancer.
'eavy Hacka's:
a division of roughly one hundred and fifty in the army, the 'eavy Hacka's are the only axe-wielding division in the goblin army, and are also considered the best in pure strength, using axes to great effect on the battlefield. Normally the 'eavy Hacka's are used to clear particularly frustrating lines of swordsmen when heavy archer fire abounds on the battlefield, partially due to their large axes being able to cleave through flesh and armor fairly easily compared to a scimitar, and partially due to their armor being particularly effective in warding off enemy projectile fire. the strong emphasis on head-protection allows them to last especially well against volley fire, though direct confrontation with an archer is normally more challenging for them. Why these individuals seem to be so much stronger than the average goblin remains a mystery.
Orc war Vet:
the largest of the "special" divisions in the goblin army at a number of five hundred, the orc war vet's are not, as the name might suggest, orcs, but are in fact the part of the goblin army that was alive at the end of the orc wars(most of the remainder dying due to old age). These salty soldiers are certainly crochety and hard to handle, but are devastating in combat with their spiked maces. they use a mostly defensive, conservative style of fighting, and are most at home fighting in siege or defensive conditions, these being the style they grew up on when outnumbered and outgunned by the huge orcish hordes of yesteryear. They're also canny enough to use all number of tactics, from kicking a rock into an opponent's shin to spitting into an enemy's eye, and are known for their crass behavior both in and out of combat.
Halberdier's of Innithberg:
Having spend a long time fighting in the far east, this goblin division adopted the dress and favored weapons of those who live in those parts. These goblins are, like most experienced fighters, rather skilled with a weapon, and the weapon of choice they use is a halberd. While not as strong with their light halberds at breaking the charge, they're able to use and swing them quite quickly, allowing them to keep cavalry back fairly effectively. besides which, they've also gained a minor resistance to heat, thanks to their time in the deserts, which allows them to fare better in hot conditions than other goblins.
Gha^Zhakh Assassins:
A secret order entrusted to protecting the king, the Gha^zhakh assassins are part detective and part executioner - besides their combat use, they also regularly survey the goblin populace for traitors and others that might harm the king. Using only light knives and wearing no armor, they're able enough in combat despite due to their speed and highly trained body. It is rumored that Chittin might be their leader, but the truth of that is currently unknown.
Painbringa's:
Favoring serrated swords and wielding large shields and excellent-make helms, these goblins fought alongside a human mercenary unit for some time before returning to the kingdom of Gha^zhakh shortly after it's formation. As a result, they picked up traditional human fighting style and weaponry, and soon became a mainline troop to conduct in assaults, quite effective at using a blend of goblin and human fighting style to both use and counter the style they had learned from them.
Huntsmen of Rhudaur:
Archers of the highest caliber, they served with the painbringa's abroad and came with them when they joined the new goblin kingdom of Gha^zhakh. Luckily, humans are one of the few nations the goblins are not racist towards - if it had been a dwarven or elven faction, things might have turned out differently. Nonetheless, the huntsmen of Rhudaur are normally called when heavy ranged support is needed or the goblins are fighting in a forest setting, as they are experts in both manners. Besides their handcrafted bows, the huntsmen of Rhudaur are known besides for using short swords in melee combat.
Shamans of the little Waaagh!
The shamans of the little Waaagh! Are the main spellcasters of the Gha^zhakh army, focused on casting magic to confound and weaken their foes. While their direct damage dealing capabilities are horrid, they can do such horrid things as confound and cloud the opponent's mind in order to reduce his fighting skill, guide goblin weaponry to the little weakpoints in an enemy's armor, cause an entire group to break out in severe hives, or briefly startle and scare opponents by giving them "da curse of da bad moon". This order's number changes often, whenever one shaman takes an apprentice, or another accidentally blows himself up. Such is the volatility of goblin magic. while next to useless when not supported by an army, goblin shamans are devastating when used in conjunction with fresh troops, and are often used to spearhead offenses at difficult portions of the battlefield, their irrational and often illogical magic being hard to counter by any defense.
Last edited by agentaaa on Sat Sep 08, 2012 4:42 am; edited 10 times in total
Re: Leaders and forces of the Gha^zhakh Hordes
Warriors:
Goblin Swordsman: deployed in the tens of thousands, if not hundreds, the goblin swordsmen are easily the most common unit. Both forest and plains goblins make up this fighting force, and while individually, these warriors are not formidable, their curved scimitars and patch-work steel armor hampered by their short height and their lack of true skill with the blade, their sheer numbers can intimidate and overpower even the most disciplined forces quite often. these troops make up the frontlines of the goblin forces and are the first and last line of defense for the kingdom of Gha^zhakh.
Nasty Skulker:
Nasty skulkers, as they're informally called, are a stealthy combat unit that does large amounts of damage on the battlefield. Rather than directly charge into battle, they hang back inside the ranks of other goblin warriors, keeping themselves hidden until battle is joined. Shortly after, they use the advantage of their light clothing and natural penchant for stealth to sneak into the enemy lines, and soon after use this to their advantage by suddenly taking their enemies by surprise using their dual blades. Though they wear no armor, their skill with a scimitar is quite good, though not at the level of a warboss, and the style of fighting they use emphasizes speed and offensive ability, allowing them to do a large amount of damage in a short time. Nonetheless, if a Skulker can't quickly cut himself a path back to enemy lines, it's likely he'll soon after be done in by the enemy forces.
Goblin Archer:
While not particularly skilled with the bow, goblin archers are average with their weaponry, though their shoddy bows and arrows give them a short range to fire from. While the penetration capability and range of the goblin archers lack, however, they make up for this, in typical goblin fashion, by simply being able to fill the air with ten times the projectiles that the enemy forces could muster, using sheer numbers alone.
Night Goblins:
The frailer and smarter cousins of the plains goblins, the night Goblins do have more proficiency in melee combat than their bulkier cousins nonetheless. wearing black robes into battle, these goblins favor the spear and small shield to fight with, and tend to be used to help stop charges from enemy cavalry divisions. Often, one or two goblins in a night goblin division will also carry weighted nets for use in entrapping the enemy, giving them just enough time to stick him with a dozen spears before he can get back up.
Night goblin Fanatic:
The rare madcap mushrooms that grow within the night goblin caves are dangerous to the sanity of any user, but the night goblins have used them as a powerful tool in battle for many years, calling those who ingest them "Fanatics". most goblins who ingest this gain unnatural strength, a numbness to pain, and the urge to rotate as fast as they can, so, to take advantage of this, the night goblins give them large flails in battle, holding ridiculously large flails that would be difficult for a man to lift, but that the frail night goblin manages to spin at a high speed around them. The fanatics are normally held back by their fellows until right before they hit the enemy lines, before letting them go and giving them their flails, at which point they become a quick-moving force of destruction smashing into the enemy. between their heavy flails, and their unpredictable rotation, it is difficult to properly attack a fanatic, but their weakness is also within this, as all fanatics tend to have a short lifespan, dying shortly after being introduced to a battle by slipping, their flail falling upon and killing them, strangling themselves with the chain, or simply succumbing to the lethal effects of the madcap mushroom and dying from the poisons within, foam coming from their mouths as they suddenly collapse.
Goblin Warboss: Though not considerable in number, and rarely out in the fray, a goblin warboss is the leader of a specific goblin tribe, which usually number between one and four hundred, and keep their status by being the strongest and smartest within the tribe. These goblins tend to use much better-quality weaponry and armor than their fellows, and have a large degree more skill with the blade besides, but are rarer to see in combat, and usually supported by their fellow goblins in combat. Nonetheless, these beings have learned how to use their size to their advantage, and can hold their ground even against elite soldiers.
Goblin wolf Rider:
the giant wolves of the mountains and the goblins have shared a bond almost as old as both races are, and for a long time the goblin cavalry has always been wolves near the plains and mountains. Able to quickly move in and out of fire without a single problem, these cavalry have no problem intercepting and destroying weakened or unguarded soldiers or war machines, before quickly running out of range of retaliation. Even in direct combat, however, the wolf riders are a formidable force, the maneuverability of their mounts and the quick blades of their riders allowing them to outmaneuver heavier cavalry.
Goblin Wolf Chariots:
It was no large stretch of the goblin imagination to soon realize that they could create chariots using armored wolves in order to pull them into battle, and they soon found that many weaknesses of other races's chariots were often made up for by their maneuverability. Normally holding a small squad of goblins on top with both hand weapons, spears, and bows, and driven by two or three giant wolves, these chariots are amongst the fastest and most maneuverable fielded by any race.
Night goblin squig herd:
The Squig is a part-animal, part-fungus being that grows in great numbers in the caves of the night goblins. squigs were quickly tamed by the night goblins soon after they entered their caves, being kept as pets, used as livestock(Squig steak is one of the most delicious meats in existence) and, of course, used in war. Despite their status as livestock, Squigs are definitely not a docile animal, having few instincts other than biting anything that isn't a squig. while relatively not large, they're surprisingly resilient to damage, and are somewhat hard to properly gauge the speed of, hopping in a seemingly random way. One hop of a squig might send it only a foot forward, and hardly off the ground, while another might send them almost ten feet in the air. Neither night goblins nor even squig themselves can properly contain this bouncing. Squigs do enjoy attacking just about anything, so if they have no proper herding goblins behind them, they are as likely to attack their own troops as the enemies. However, the goblin herders are hardly defenseless, armed with bows and trident-like weapons themselves, and they make it their business to control their charges. Squigs are incapable of feeling fear, and thus, are difficult to cow or push from the battlefield even then, however - they only see two things in the world - other squigs, and things that aren't squigs that will soon be eaten.
Great Cave Squig Rider:
The largest Cavalry type that the Night goblins use, the Great cave squig is a massive creature that takes only the finest goblins into battle. Originally thought to be mythical, Great cave squigs are rare and large creatures that Can bite the head off of a horse in one nasty chomp. While not exactly slow, these squigs do not reach the speed of a wolf-rider, and are rather unpredictable besides, due to the squig's unpredictable jumps. However, these allow them to dodge missile fire better, and, occasionally, to leap over and into enemy ranks, making countering these beasts a little difficult. The goblin riding the squig is well-armored, though the squig itself is not. Nonetheless, the squig is so hardy and resilient, not to mention incapable of feeling pain or fear, so they're tough enough in their own right to match the most well-armored of horses. To further complicate matters, while it takes time and energy, these squigs are properly tamed so as not to bite their masters or allies, even when they're dehorsed, so other than occasional unruliness, they tend to behave themselves. The only true weakness the great cave squig rider has, is the fact that they are still the most uncommon of cavalry, as cultivating and taming the creature is still a new art, and their numbers are still not too high.
Spear Chukka:
Goblin Spear chukka, made soon after the first time they'd contacted with the elves, are surprisingly stable and well-built ballista that are often used by goblins to help advances. even the heaviest of armor crumples and fails when hit with a spear chukka bolt, and while not as large or powerful as many other race's ballista,these combine ease of use with cheap price, small size, an ability to be easily packed, and the ability to fit onto almost anything, being roughly the size of a light cannon. this does mean that spear chukka's are not nearly as good as other race's ballista tend to be, but in a defensive role, and in terms of sheer numbers fielded, spear chukkas are unbeatable siege weapons.
Rock Lobba:
the first siege engine ever to be made by any goblin, the rock lobba is also one of the largest. Hurling huge rocks at a reasonably quick speed, the rock lobba's main problem is in it's unreliability and accuracy. While they hurl huge rocks at a great speed into battle, this fact is mitigated by the fact that the shots can occasionally go entirely wide of their intended target. They are also somewhat more rare than the spear chukkas to find, although still available in great numbers to use against a foe.
Goblin Swordsman: deployed in the tens of thousands, if not hundreds, the goblin swordsmen are easily the most common unit. Both forest and plains goblins make up this fighting force, and while individually, these warriors are not formidable, their curved scimitars and patch-work steel armor hampered by their short height and their lack of true skill with the blade, their sheer numbers can intimidate and overpower even the most disciplined forces quite often. these troops make up the frontlines of the goblin forces and are the first and last line of defense for the kingdom of Gha^zhakh.
Nasty Skulker:
Nasty skulkers, as they're informally called, are a stealthy combat unit that does large amounts of damage on the battlefield. Rather than directly charge into battle, they hang back inside the ranks of other goblin warriors, keeping themselves hidden until battle is joined. Shortly after, they use the advantage of their light clothing and natural penchant for stealth to sneak into the enemy lines, and soon after use this to their advantage by suddenly taking their enemies by surprise using their dual blades. Though they wear no armor, their skill with a scimitar is quite good, though not at the level of a warboss, and the style of fighting they use emphasizes speed and offensive ability, allowing them to do a large amount of damage in a short time. Nonetheless, if a Skulker can't quickly cut himself a path back to enemy lines, it's likely he'll soon after be done in by the enemy forces.
Goblin Archer:
While not particularly skilled with the bow, goblin archers are average with their weaponry, though their shoddy bows and arrows give them a short range to fire from. While the penetration capability and range of the goblin archers lack, however, they make up for this, in typical goblin fashion, by simply being able to fill the air with ten times the projectiles that the enemy forces could muster, using sheer numbers alone.
Night Goblins:
The frailer and smarter cousins of the plains goblins, the night Goblins do have more proficiency in melee combat than their bulkier cousins nonetheless. wearing black robes into battle, these goblins favor the spear and small shield to fight with, and tend to be used to help stop charges from enemy cavalry divisions. Often, one or two goblins in a night goblin division will also carry weighted nets for use in entrapping the enemy, giving them just enough time to stick him with a dozen spears before he can get back up.
Night goblin Fanatic:
The rare madcap mushrooms that grow within the night goblin caves are dangerous to the sanity of any user, but the night goblins have used them as a powerful tool in battle for many years, calling those who ingest them "Fanatics". most goblins who ingest this gain unnatural strength, a numbness to pain, and the urge to rotate as fast as they can, so, to take advantage of this, the night goblins give them large flails in battle, holding ridiculously large flails that would be difficult for a man to lift, but that the frail night goblin manages to spin at a high speed around them. The fanatics are normally held back by their fellows until right before they hit the enemy lines, before letting them go and giving them their flails, at which point they become a quick-moving force of destruction smashing into the enemy. between their heavy flails, and their unpredictable rotation, it is difficult to properly attack a fanatic, but their weakness is also within this, as all fanatics tend to have a short lifespan, dying shortly after being introduced to a battle by slipping, their flail falling upon and killing them, strangling themselves with the chain, or simply succumbing to the lethal effects of the madcap mushroom and dying from the poisons within, foam coming from their mouths as they suddenly collapse.
Goblin Warboss: Though not considerable in number, and rarely out in the fray, a goblin warboss is the leader of a specific goblin tribe, which usually number between one and four hundred, and keep their status by being the strongest and smartest within the tribe. These goblins tend to use much better-quality weaponry and armor than their fellows, and have a large degree more skill with the blade besides, but are rarer to see in combat, and usually supported by their fellow goblins in combat. Nonetheless, these beings have learned how to use their size to their advantage, and can hold their ground even against elite soldiers.
Goblin wolf Rider:
the giant wolves of the mountains and the goblins have shared a bond almost as old as both races are, and for a long time the goblin cavalry has always been wolves near the plains and mountains. Able to quickly move in and out of fire without a single problem, these cavalry have no problem intercepting and destroying weakened or unguarded soldiers or war machines, before quickly running out of range of retaliation. Even in direct combat, however, the wolf riders are a formidable force, the maneuverability of their mounts and the quick blades of their riders allowing them to outmaneuver heavier cavalry.
Goblin Wolf Chariots:
It was no large stretch of the goblin imagination to soon realize that they could create chariots using armored wolves in order to pull them into battle, and they soon found that many weaknesses of other races's chariots were often made up for by their maneuverability. Normally holding a small squad of goblins on top with both hand weapons, spears, and bows, and driven by two or three giant wolves, these chariots are amongst the fastest and most maneuverable fielded by any race.
Night goblin squig herd:
The Squig is a part-animal, part-fungus being that grows in great numbers in the caves of the night goblins. squigs were quickly tamed by the night goblins soon after they entered their caves, being kept as pets, used as livestock(Squig steak is one of the most delicious meats in existence) and, of course, used in war. Despite their status as livestock, Squigs are definitely not a docile animal, having few instincts other than biting anything that isn't a squig. while relatively not large, they're surprisingly resilient to damage, and are somewhat hard to properly gauge the speed of, hopping in a seemingly random way. One hop of a squig might send it only a foot forward, and hardly off the ground, while another might send them almost ten feet in the air. Neither night goblins nor even squig themselves can properly contain this bouncing. Squigs do enjoy attacking just about anything, so if they have no proper herding goblins behind them, they are as likely to attack their own troops as the enemies. However, the goblin herders are hardly defenseless, armed with bows and trident-like weapons themselves, and they make it their business to control their charges. Squigs are incapable of feeling fear, and thus, are difficult to cow or push from the battlefield even then, however - they only see two things in the world - other squigs, and things that aren't squigs that will soon be eaten.
Great Cave Squig Rider:
The largest Cavalry type that the Night goblins use, the Great cave squig is a massive creature that takes only the finest goblins into battle. Originally thought to be mythical, Great cave squigs are rare and large creatures that Can bite the head off of a horse in one nasty chomp. While not exactly slow, these squigs do not reach the speed of a wolf-rider, and are rather unpredictable besides, due to the squig's unpredictable jumps. However, these allow them to dodge missile fire better, and, occasionally, to leap over and into enemy ranks, making countering these beasts a little difficult. The goblin riding the squig is well-armored, though the squig itself is not. Nonetheless, the squig is so hardy and resilient, not to mention incapable of feeling pain or fear, so they're tough enough in their own right to match the most well-armored of horses. To further complicate matters, while it takes time and energy, these squigs are properly tamed so as not to bite their masters or allies, even when they're dehorsed, so other than occasional unruliness, they tend to behave themselves. The only true weakness the great cave squig rider has, is the fact that they are still the most uncommon of cavalry, as cultivating and taming the creature is still a new art, and their numbers are still not too high.
Spear Chukka:
Goblin Spear chukka, made soon after the first time they'd contacted with the elves, are surprisingly stable and well-built ballista that are often used by goblins to help advances. even the heaviest of armor crumples and fails when hit with a spear chukka bolt, and while not as large or powerful as many other race's ballista,these combine ease of use with cheap price, small size, an ability to be easily packed, and the ability to fit onto almost anything, being roughly the size of a light cannon. this does mean that spear chukka's are not nearly as good as other race's ballista tend to be, but in a defensive role, and in terms of sheer numbers fielded, spear chukkas are unbeatable siege weapons.
Rock Lobba:
the first siege engine ever to be made by any goblin, the rock lobba is also one of the largest. Hurling huge rocks at a reasonably quick speed, the rock lobba's main problem is in it's unreliability and accuracy. While they hurl huge rocks at a great speed into battle, this fact is mitigated by the fact that the shots can occasionally go entirely wide of their intended target. They are also somewhat more rare than the spear chukkas to find, although still available in great numbers to use against a foe.
Similar topics
» Goblin Kingdom of Gha^zhakh
» Fortifications of the goblin empire of Gha^zhakh
» SRI Forces
» Red Faction Armed Forces
» The Characters and Forces of the Kingdom Of Dragon-Fall
» Fortifications of the goblin empire of Gha^zhakh
» SRI Forces
» Red Faction Armed Forces
» The Characters and Forces of the Kingdom Of Dragon-Fall
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
Sat Dec 09, 2017 11:12 am by Quantum Rain
» My Ships and Renderings
Fri Nov 10, 2017 4:12 am by ToaKaita47
» Corrupt-A-Wish
Fri Nov 10, 2017 3:59 am by ToaKaita47
» Earth-Link Origins - Teaser Trailer
Fri Nov 10, 2017 3:52 am by ToaKaita47
» Rufetic Federation Armed Forces
Fri May 26, 2017 4:57 am by Comrade Greiv
» Virisian Arsenal & Armed Forces
Thu May 25, 2017 10:56 am by Quantum Rain
» The data is back
Mon Jan 25, 2016 3:10 pm by SSJ Data
» King of the Hill
Sat Jan 02, 2016 3:27 pm by SSJ Data
» PlayByPost DnD
Wed Sep 16, 2015 4:21 am by Angusm3
» War and Peace: Remaking a Nation
Sat Jul 04, 2015 10:03 am by Comrade Greiv