09-07-2007, 07:52 AM
So here's the last one in the series I guess. Gorduz is generally unmodified from his original form in terms of backstory and concept, he just gets his own magic items, plus a special one that will make or break him in a game. Like all greenskins, he just wouldn't be the same without an element of randomness - roll a 1 before the battle and you're 35 points out of pocket, but roll a six and you're paying 40 points less for him. You'll see what I mean when you get to his last magic item 
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Gorduz Backstabber: Hobgoblin Chieftain
It is rare indeed for any hobgoblin leader to achieve anything like lasting fame. The nature of their society is such that any success is necessarily fleeting, and with dozens of potential rivals clamouring for any Chieftain’s death, it is simply a matter of time before he gets lazy one morning and misses the shadow with the dagger lurking around the next corner.
Gorduz Backstabber is the exception to this rule. He has been the leader of the infamous Sneaky Git tribe of Gash Kadrak for as long as anyone can remember, and has survived countless assassination attempts – as the scars that criss-cross his bony shoulder hump attest.
Whether it is due to luck or some other factor, Gorduz always seems to survive whatever his enemies – particularly his rival hobgoblins – throw at him. Some say that Gork and Mork are watching over their sneakiest servant, others whisper that his alliance with the Chaos Dwarfs has earned him the protection of Hashut Himself. There are rumours of magic items, or spells of protection bought in return for thousands of slaves, but those who know Gorduz best will tell anyone who cares to listen that the reason he has survived so long is because he’s so sneaky, so treacherous, so completely and utterly untrustworthy, that no underhanded trick can ever surprise him – he just plain knows every trick in the book, and wrote a few new ones himself.
Gorduz Backstabber is a Hobgoblin Chieftain, one of the few that the Chaos Dwarfs will allow to serve in their armies. He is a Lord choice and must be fielded exactly as presented here, and no extra equipment or magic items can be bought for him. The cost of his magic items is included in his total cost. Gorduz may never be your army General.
M WS BS S T W I A Ld
4 6 3 4 4 3 4 4 8
Points: 225
Weapons: Blades a’ Backstabbin’, Da Black Bow
Armour: Light armour (5+ Armour save while mounted)
Rides: Gorduz rides a wolf (see the Hobgoblin Hero entry).
SPECIAL RULES
Chieftain: Though Gorduz has no authority over Chaos Dwarfs or other greenskins, he is highly respected (in the fashion of that race) by his fellow hobgoblins. Any unit of hobgoblins (including wolf riders or Sneaky Gitz) within 12” of Gorduz may use his Leadership as if he were the army’s General. An army that contains Gorduz must also always contain at least one unit of hobgoblins or Sneaky Gitz.
Sneaky: Gorduz’s knack for survival verges on a supernatural ability. No matter what his enemies seem to throw at him, he always seems to come out fine, with his usual sly grin and a dagger ready to be shoved into the back of the one who attempted to do him in. When Gorduz is reduced to a single wound he receives a 4+ Ward save.
MAGIC ITEMS
The Blades a’ Backstabbin’
As the Chieftain of the Sneaky Git tribe, Gorduz makes use of the trademark set of curved knives his tribe is (in)famous for. Coated in virulent poison, these matched weapons exemplify the attitude of all hobgoblins and specifically Gorduz himself.
The Blades a’ Backstabbin’ count as two hand weapons, and also cause Gorduz’s attacks to count as poisoned attacks.
Da Black Bow
Gorduz likes to think of himself as a leader all hobgoblins, not just Sneaky Gitz, can look up to, something his choice to ride a wolf into battle reflects. In addition to this affectation, he makes use of a small bow that hangs from his saddle in the manner of the hobgoblin tribes of the eastern steppes. Just like his knives, the arrows he fires are coated in venom to ensure that even the slightest knick from their barbed heads can kill.
Da Black Bow is a shortbow. Unsaved wounds from it cause D3 Wounds.
Bag a’ Sneaky Tricks
Over his long life, Gorduz has obtained all manner of interesting talismans, amulets and ju-jus. Some of these he simply stole, others were won in (rigged) dice games and some he took from the corpses of those who tried to kill him. Gorduz keeps these prizes in a small bag on his hip and, before a battle, he digs in and pulls one out at random. Gorduz has no idea what any of them do, but wearing one has stood him in good stead before so the random selection has become something of a pre-battle ritual for him, and a symbol of his sneakiness that reminds his followers how lucky their boss really is.
Roll a D6 before the battle begins to determine the effect of the talisman Gorduz has picked out of his Bag a’ Sneaky Tricks.
D6 Roll........................ Result
1............................... Worthless Trinket: The talisman has no effect.
2............................... Protective Amulet: Gorduz gains a 5+ Ward save
3............................... Obsidian Shard: Gorduz gains Magic Resistance (2)
4............................... Radiant Gem: Close combat attacks against Gorduz and his mount suffer a –1 to hit penalty.
5............................... Troll’s Fang: Gorduz gains the regenerate ability
6............................... Daemonic Charm: Gorduz gains +1 WS, +1 S and +1 A
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Gorduz Backstabber: Hobgoblin Chieftain
It is rare indeed for any hobgoblin leader to achieve anything like lasting fame. The nature of their society is such that any success is necessarily fleeting, and with dozens of potential rivals clamouring for any Chieftain’s death, it is simply a matter of time before he gets lazy one morning and misses the shadow with the dagger lurking around the next corner.
Gorduz Backstabber is the exception to this rule. He has been the leader of the infamous Sneaky Git tribe of Gash Kadrak for as long as anyone can remember, and has survived countless assassination attempts – as the scars that criss-cross his bony shoulder hump attest.
Whether it is due to luck or some other factor, Gorduz always seems to survive whatever his enemies – particularly his rival hobgoblins – throw at him. Some say that Gork and Mork are watching over their sneakiest servant, others whisper that his alliance with the Chaos Dwarfs has earned him the protection of Hashut Himself. There are rumours of magic items, or spells of protection bought in return for thousands of slaves, but those who know Gorduz best will tell anyone who cares to listen that the reason he has survived so long is because he’s so sneaky, so treacherous, so completely and utterly untrustworthy, that no underhanded trick can ever surprise him – he just plain knows every trick in the book, and wrote a few new ones himself.
Gorduz Backstabber is a Hobgoblin Chieftain, one of the few that the Chaos Dwarfs will allow to serve in their armies. He is a Lord choice and must be fielded exactly as presented here, and no extra equipment or magic items can be bought for him. The cost of his magic items is included in his total cost. Gorduz may never be your army General.
M WS BS S T W I A Ld
4 6 3 4 4 3 4 4 8
Points: 225
Weapons: Blades a’ Backstabbin’, Da Black Bow
Armour: Light armour (5+ Armour save while mounted)
Rides: Gorduz rides a wolf (see the Hobgoblin Hero entry).
SPECIAL RULES
Chieftain: Though Gorduz has no authority over Chaos Dwarfs or other greenskins, he is highly respected (in the fashion of that race) by his fellow hobgoblins. Any unit of hobgoblins (including wolf riders or Sneaky Gitz) within 12” of Gorduz may use his Leadership as if he were the army’s General. An army that contains Gorduz must also always contain at least one unit of hobgoblins or Sneaky Gitz.
Sneaky: Gorduz’s knack for survival verges on a supernatural ability. No matter what his enemies seem to throw at him, he always seems to come out fine, with his usual sly grin and a dagger ready to be shoved into the back of the one who attempted to do him in. When Gorduz is reduced to a single wound he receives a 4+ Ward save.
MAGIC ITEMS
The Blades a’ Backstabbin’
As the Chieftain of the Sneaky Git tribe, Gorduz makes use of the trademark set of curved knives his tribe is (in)famous for. Coated in virulent poison, these matched weapons exemplify the attitude of all hobgoblins and specifically Gorduz himself.
The Blades a’ Backstabbin’ count as two hand weapons, and also cause Gorduz’s attacks to count as poisoned attacks.
Da Black Bow
Gorduz likes to think of himself as a leader all hobgoblins, not just Sneaky Gitz, can look up to, something his choice to ride a wolf into battle reflects. In addition to this affectation, he makes use of a small bow that hangs from his saddle in the manner of the hobgoblin tribes of the eastern steppes. Just like his knives, the arrows he fires are coated in venom to ensure that even the slightest knick from their barbed heads can kill.
Da Black Bow is a shortbow. Unsaved wounds from it cause D3 Wounds.
Bag a’ Sneaky Tricks
Over his long life, Gorduz has obtained all manner of interesting talismans, amulets and ju-jus. Some of these he simply stole, others were won in (rigged) dice games and some he took from the corpses of those who tried to kill him. Gorduz keeps these prizes in a small bag on his hip and, before a battle, he digs in and pulls one out at random. Gorduz has no idea what any of them do, but wearing one has stood him in good stead before so the random selection has become something of a pre-battle ritual for him, and a symbol of his sneakiness that reminds his followers how lucky their boss really is.
Roll a D6 before the battle begins to determine the effect of the talisman Gorduz has picked out of his Bag a’ Sneaky Tricks.
D6 Roll........................ Result
1............................... Worthless Trinket: The talisman has no effect.
2............................... Protective Amulet: Gorduz gains a 5+ Ward save
3............................... Obsidian Shard: Gorduz gains Magic Resistance (2)
4............................... Radiant Gem: Close combat attacks against Gorduz and his mount suffer a –1 to hit penalty.
5............................... Troll’s Fang: Gorduz gains the regenerate ability
6............................... Daemonic Charm: Gorduz gains +1 WS, +1 S and +1 A