Goblins

Most numerous of all the slaves held captive by the Chaos Dwarfs are Goblins.  Vast numbers are taken from tribes surrounding the Chaos Dwarf empire every year.  Once caught by the fearsome Chaos Dwarf slave masters, there can be little hope of escape.  Where possible, Goblin tribes will try and barter for their freedom using captive Dwarfs and Men taken from the Old World as their currency.

The only escape offered to Goblins from their toil in the pits of Zharrduk is to be recruited into one of the many bands or armies of Chaos Dwarfs roaming the Dark Lands.  Goblins are used by Chaos Dwarfs to fill out the army and are often driven in huge mobs towards the enemy battle lines where they are used to tire the foe and blunt his attack.

In appearance Goblins are far more diminutive race than their green skinned relatives, the Orcs.  Goblins look rather thin and scrawny with gangly arms.  Their voices are much higher pitched than those of Orcs, and they are extremely noisy and garrulous where Orcs are inclined to speak slowly and infrequently.

Rules:

Fear:

Goblins dislike fighting Elves, partly because of the dire reputation of these formidable troops, but also because of the natural aura of Elves incites unreasoning fear in Goblins.  A unit of Goblins fears any unit of Elves which it does not outnumber by at least two to one.  The unit is affected by fear as described in the Psychology section of the Warmer rules.

Animosity:

Goblins are affected by Orc and Goblin animosity as defined in the Warhammer Bestiary or the Warhammer Armies book for Orcs and Goblins.  If your army includes Hobgoblin mobs, the the Goblins will automatically pass their animosity tests, no dice roll is required.  Goblins are far more concerned with keeping an eye on the treacherous Hobgoblins than to waste time squabbling amongst themselves.
 
 
Goblins 2.5 points
Movement
4
Weapon Skill
2
Ballistic Skill
3
Strength
3
Toughness
3
Wound
1
Initiative
2
Attacks
1
Leadership
5
Equipment: Hand weapons
Options: Shield +1 point, light armor +1 point, one of the following: double handed weapon +1 point, halberd +1 point, spears +1/2 point, short bows +1/2 point.
 
Goblin Champion 15 points
Movement
4
Weapon Skill
3
Ballistic Skill
4
Strength
4
Toughness
3
Wound
1
Initiative
3
Attacks
2
Leadership
5
Equipment: Same as unit
Options: 1 magic weapon