Warhammer Quest

Sea Goblins

By Stefano Bertarello

These goblins live on the islands in the southern seas. They were never involved in the events that touched the Old World, if not during encounters with the ships of some merchants or with some men looking for the fabled old temples lost in the deep forest of many islands.

The main difference between Sea Goblins and they relatives in the continent is the dark colour of their skin. Often sea goblin fill their skin with coloured tattoos and paintings rather for decoration than for protection, even if savage orcs taught them how to use the magic power of some tattoos. They wear earrings and nose rings and big and sparkling rings fill their fingers and thumbs.

Some of them are cannibals, but usually those who do not sail. This last branch of sea goblins is known as Island goblins or Gunka as they call themselves.

They are very good sailors and often they attack lost ships thrown south by a sudden powerful wind, or simply intentionally gone where they should have not. They don't fear big and armoured ships filled with warriors because they have many small and fast ships. Often they attack from many directions at the same time so that their victim is easily overwhelmed.

For hard work they rely on savage orcs, which often live in the same islands. These orcs come from the Old World, they are usually Big Uns which survived a fight for the succession of a Warboss (therefore they are very few) and escaped as far as they could.

 

Sea Goblin

The main difference between Sea Goblins and they relatives in the continent is the dark colour of their skin. Often sea goblin fill their skin with coloured tattoos and paintings rather for decoration than for protection, even if savage orcs taught them how to use the magic power of some tattoos. They wear earrings and nose rings and big and sparkling rings fill their fingers and thumbs.

Troop Type M WS BS S T W I A GOLD ARM DAM
Sea Goblin 4 2 5+ 3 3 2 2 1 30 - 1
Sea Goblin Boss 4 3 3+ 4 3 9 3 2 170 - 1
Sea Goblin Big Boss 4 4 2+ 4 4 15 4 3 350 - 1
Sea Goblin Ship Boss 4 4 2+ 4 4 18 5 3 620 - 1

Special Rules (Sea Goblin): Tattoo 6+ 
Special Rules (Sea Goblin Boss): Tattoo 6+; Magic Item 
Special Rules (Sea Goblin Big Boss): Tattoo 5+; Magic Item; Magic Weapon 
Special Rules (Sea Goblin Ship Boss): Tattoo 4+; Magic Item; Magic Weapon;

 

Shamans and Windcatchers

Sea Goblin magic differs a little from usual goblin magic, because there are some shamans devoted to the art of finding or even creating a good wind able to move the ships where they have to.

Troop Type M WS BS S T W I A GOLD ARM DAM
Sea Goblin Shaman 4 2 4+ 3 4 3 3 1 310 - 1
Shaman Champion 4 2 4+ 4 4 12 3 1 860 - 2
Master Shaman 4 2 4+ 4 4 20 4 2 1620 - 3
Shaman Lord 4 2 4+ 4 4 31 5 3 2560 - 3
Windcatcher 4 2 4+ 3 4 9 3 1 790 - 2
Windmaster 4 2 4+ 4 4 28 5 3 2490 - 3

Special Rules (Sea Goblin Shaman): Goblin Magic 1; Magic Resistance 5+ (Ring); Tattoos 6+
Special Rules (Sea Goblin Shaman Champion): Goblin Magic 2; Magic Resistance 5+ (Ring); Magic Weapon; Tattoos 6+
Special Rules (Sea Goblin Master Shaman): Goblin Magic 3; Magic Resistance 4+ (Ring); Magic Dispel 5+; Magic Weapon; 1 x Magic Item; Tattoos 6+;
Special Rules (Sea Goblin Shaman Lord): Goblin Magic 4; Magic Resistance 4+ (Ring); Magic Dispel 4+; Magic Weapon; 1x Magic Item; Tattoos 6+
Special Rules (Windcatcher): Wind Magic 2; Magic Resistance 5+ (Earrings); Magic Item; Tattoos 6+
Special Rules (Windmaster): Wind Magic 4; Magic Resistance 4+ (Earrings); Magic Dispel  4+; 2 x Magic Item; Tattoos 6+

Wind Magic

Dice Result        Spell Description
1-4 Failure The Shaman fails to cast a spell
5 Wind of Gork A powerful wind moves the Shaman out of reach. Move him as far as possible from the warriors in a way that he is still visible.
6 Wall of Air For the next turn all the hits of missile weapons are deflected.
7 Blowing Fist An invisible fist hit a warrior causing him 1D6 wounds with no deductions.
8 Breeze of Power Choose a warrior spellcaster. Every spell costs 6 additional points of power.
9 Pressure of Mork       All the warriors are pressed down to the ground. For the next turn they can do nothing. They are at WS 1 for that turn.
10 Wind of Mork All the warriors are moved wherever the shaman chooses.
11 Venom Cloud A purple cloud approaches the warriors, wrapping them in its poisonous air. Every warrior who fails a Toughness test with a -2 deduction on the die roll will suffer 2D6 wounds with no deduction. Poison rules apply.
12 Whoosh The wind is so strong that warriors' objects fly away. Every warrior loses an object of his choice.

 

Tattoo Painters

Every Sea Goblin respects Tattoo Painters and killing one of them is considered bringing bad luck, because their work is so essential for every tribe. Painters' skins are so filled with tattoos that it's sometimes difficult to see the green.

Troop Type M WS BS S T W I A GOLD ARM DAM
Tattoo Painter 4 2 5+ 3 3 2 2 1 70 - 1

Special Rules (Sea Goblin Tattoo Painter): Tattoo 3+;

  

Blow-Pipers

Sea Goblins seldom use bows and they never use crossbows. The missile weapon they prefer is the blowpipe, with which they shoot poisoned stings to their enemies. Archers and blow-pipers are very skilful with theirs tools. When a sting hits a warrior the rules of stings and poison are used.

Troop Type M WS BS S T W I A GOLD ARM DAM
Sea Goblin Archer 4 2 4+ 3 3 2 2 1 30 - 1
Blow-Piper 4 2 4+ 3 3 2 2 1 60 - 1

Special Rules (Sea Goblin Archer): Tattoo 6+; Armed with bow (str. 2)
Special Rules (Sea Goblin Blow-piper): Tattoo 6+; Armed with blowpipe (str.1); Sting(2D6)

  

Tree Jumpers

Goblins, being goblins, do not care too much for their life, on the contrary often more they hurt themselves more they are happy. The main examples of this are the Doom Divers of the Old World.
In the southern islands where the trees fill almost every place, some crazy gobbos gone fanatic after licking some hoca leaves, dive from the top of the tallest trunk they can find, landing with their head. Few survive, but everybody seems to enjoy it.
It seems that the chance of surviving is increased with some tattoos painted on the head. And so some of these crazy colour-heads use the jump technique, as they proudly call it, in battle. They simply try to catch the enemy head on head jumping from every kind of tree, rock or whatever brings them higher than their victim.
Every ship has at least one jumper, who's the first to leap on a prey-ship, eventually reaching the higher tree and jumping onto the bridge.

Troop Type M WS BS S T W I A GOLD ARM DAM
Novice Jumper 4 2 5+ 3 3 2 2 1 100 - 1
Jumper 4 3 3+ 4 3 9 3 2 350 - 1
Veteran Jumper 4 4 2+ 4 4 12 4 3 500 - 1

Special Rules (Novice Jumper): Tattoos 6+; Jump -1;
Special Rules (Jumper): Tattoos 5+; Jump 1;
Special Rules (Veteran Jumper): Tattoos 5+; Jump 2;

Jump

This is an ambush attack, roll on the following table adding Jump value.

Die Result       Action  
1 Splat The goblin manages to crush his own head
2 Tunk The goblin misses his victim and hits hard on ground. He spends his next turn trying to come out of the hole he has dug.
3 Ack The goblin misses his target, but somehow manages to fall on his feet.
4 Bump The gobbo hits the warrior on the shoulder. The warrior is confused and can do nothing for the next turn.
5 Stonk Head to head. The warrior suffers 2D6 wound with deduction for Toughness and only helm.
6+ 'ere we go!      A perfect hit; the warrior suffers 3D6 wound with deduction for Toughness and helm. If there's a helm it will be crushed in pieces and lost.

  

Katchit rock 'ead

It is very difficult for a Tree Jumper to survive enough to eventually become a big boss. This happened only with Katchit that is said to be able to break ten rocks placed one on the other with his head, jumping from 60 ft.. Of course this is only a tale (or not?), in any case Katchit is feared and respected by all the sea goblins. He also seems to be the only one who can wear armour in the hot temperature of the southern seas.

Troop Type M WS BS S T W I A GOLD ARM DAM
Katchit 4 5 1+ 4 4(5) 21 5 4 930 1 2

Special Rules (Katchit): Tattoos 4+; Jump 3; Magic Weapon; Magic Armour: Morc's 'ead (see Lair of the Orc Lord)

 

Cannibals

Some of the isles are populated by Sea goblin Cannibals. These greenskins are very savage and all the other sea goblins fear them. Fortunately they live only in a few islands and they almost always stay in their villages. But when they take an unlucky traveller, the bones are everything remains after a few minutes.

Troop Type M WS BS S T W I A GOLD ARM DAM
Sea Goblin Cannibal 4 2 5+ 3 3 2 2 1 50 - 1
Great Chief 4 3 3+ 4 3 9 3 2 200 - 1
Master Cook 4 4 2+ 4 4 18 5 3 730 - 2

Special Rules (Sea Goblin Cannibal): Tattoos 6+; Bite 3;
Special Rules (Sea Goblin Cannibal Great Chief): Tattoos 5+; Bite 6;
Special Rules (Sea Goblin Master Cook): Tattoos 5+; Bite 6; Armed with Great Fork;

Bite (n)

Every time a cannibal is near to a warrior he tries to bite him. If at the end of the warriors phase there's a warrior in a square adjacent to a cannibal, this somehow manages to bite him causing n wounds with no deductions.

Great Fork

This tool is used by Cannibal cooks to see if the meat is ready. Every time a cannibal hits a warrior, if there's a cook present he will immediately jump there and attack him with the Fork. This attack is made in addition to the normal attacks made by the cook.
There can be only one cook for each dungeon or level of dungeon. The cook attacks before the other cannibals.

  

Gnakka Riders

In the bigger islands many strange animals can be found. Among them there's the Gnakka, a sort of great lizard very similar to Dark Elves' Cold One. The most fearless Sea Goblin ride them in battle against enemy tribes. Often even the Gnakkas have some protective tattoos, even if this costs many goblin tattooers' lives.

Troop Type M WS BS S T W I A GOLD ARM DAM
Sea Goblin Rider 4 3 5+ 3 3 9 3 2 310 - 1
Rider Chieftain 4 4 3+ 4 4 18 4 2 470 - 1
Gnakka 6 4 - 4 5 25 1 2 530 - 2

Special Rules (Sea Goblin Rider): Tattoos 6+;Rider;
Special Rules (Rider Chieftain): Tattoos 5+; Rider;
Special Rules (Gnakka): Tattoos 6+;