flintloque journals of valon jov12 the kinkon goblins.pdf

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 © 2008  1 12. Kinkon Goblins Enclave of the Honourable East Valonian Company (HEVC) Far from the cobbled streets and the gentle drawing rooms of Londinium and Lyonesse, where the Mordredian Wars rage on muddy battlefields all across the kingdoms of Urop, the armies of the great powers are keen on expanding their Empyres into the wilds and uncharted places of Valon. While all these dreams of ex pansion result in blood and musketry from Aegpyt to Injia and even further, it is with the former Goblin colonies of the Gulch East Injies to which we pay our notice to here. Taking a leaf from the accounts of the Honourable East Valonian Company (HEVC) the greatest trading fleet on Valon these former colonies are scattered across thousands of miles of creature infested oceans a nd steaming jungles. The HEVC scroll writers record that much like the Halflings of the Naal in Afri; the Goblins to be found in these embattled enclaves were once part of the first mighty Goblin Empyre. The First Goblin Empyre existed during the ending of the Darke Age and the Time of Annulment before collapsing under the strain of fighting off other emerging powers such as Burrovia and Armorica, even Nepolise, so that by the time of the Ferach Revolution many, many thousands of Goblins found themselves alone with nothing but monsters and the jungle for company . These abandone d Goblins were forced to survive, and without the protection of the Power Ring and the secrets of black powder they had to adopt a more savage manner to keep their enemies at bay. By the time the ships of the HEVC with their Halfling and Orcish crews began once more to visit these far off places, and few are as far off as Kinkon, they found tribes of Goblins who were no more as the peoples of Al-Garvey. These Goblins w ere in positions of power all across the wide swath of the world that once belonged to the First Goblin Empire. Encompassing a huge realm of jungle with many mighty rivers, a delta and several score islands the Realm of Kinkon is a mysterious place which is ripe for plucking but is filled with dangers too. The trading fleets of the HEVC and others make great use of the local Kinkon Goblins in their forces and the Company has managed to turn most of the ‘accessible’ parts of Kinkon into an enclave of wooden and s ometimes bamboo forts and ports. Waging an ongoing war alongside regular Great Britorcn battalions and the Royul Navye the Company also has many thousands of soldiers battling the Ferach Empyre in Kinkon. Bringing in a lot of Uropea n soldiers is a time consuming and expensive business and all the great powers especially the HEVC make extensive use of many native levies to fill out their ranks. The Kinkon Goblins dressed in their distinctive loin cloths and wooden armour with their eye catching sedge hats (conical hats made of strawed bamboo) arm themselves with bamboo spears and small composite bows, sometimes with iron swords traded for sacks of rice with HEVC merchants. The pace o f progress tho ugh has also reached the Kinkon Goblins and they now have some primitive muskets of their own and also an ingenious small cannon made from hollow re-enforced bamboo logs, its light and resists rust but it is prone to exploding! Kinkon Goblins will happily fight for anyone who will pay them and private piratical bands operate at will in the Realm of Kinkon. Battalions of native Sepoys recruited from the Kinkon Delta tribes are in the employ of the HEVC, most of which are armed only with spears and bows, but some are drilled to fight in formations and make use of their own or even imported carbines and muskets, though many iron firelocks rust to orange dust in weeks in the intense steaming heat of the ju ngles. Native Sepoys can also be found in the employ of Elvish merchants and even some of the remotest trading posts of the Otharmann Empyre. The Realm of Kinkon is a massive area filled with wonder and danger, overgrown temples once home to the olden gods, and wild creatures far too magicke to exist now in the more civilised parts of Valon. Kinkon is but one of the remote places that harbour danger and adventure for Empyre builders. OURNALS OF VALON TAKEN FROM THE J Articles of Interest to Readers 53013 Bamboo Cannon & Crew. This unique gun allows the Kinkon to add some range to their often melee based attacks!

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7/26/2019 Flintloque Journals of Valon JOV12 The Kinkon Goblins.pdf

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12. Kinkon GoblinsEnclave of the Honourable

East Valonian Company (HEVC)

Far from the cobbled streets and the gentle drawing roomsof Londinium and Lyonesse, where the Mordredian Warsrage on muddy battlefields all across the kingdoms of Urop, the armies of the great powers are keen onexpanding their Empyres into the wilds and unchartedplaces of Valon. While all these dreams of expansion result

in blood and musketry from Aegpyt to Injia and evenfurther, it is with the former Goblin colonies of the GulchEast Injies to which we pay our notice to here. Taking aleaf from the accounts of the Honourable East ValonianCompany (HEVC) the greatest trading fleet on Valonthese former colonies are scattered across thousands of miles of creature infested oceans and steaming jungles. TheHEVC scroll writers record that much like the Halflingsof the Naal in Afri; the Goblins to be found in theseembattled enclaves were once part of the first mightyGoblin Empyre.

The First Goblin Empyre existed during the ending of theDarke Age and the Time of Annulment before collapsingunder the strain of fighting off other emerging powers suchas Burrovia and Armorica, even Nepolise, so that by thetime of the Ferach Revolution many, many thousands of Goblins found themselves alone with nothing butmonsters and the jungle for company. These abandonedGoblins were forced to survive, and without the protectionof the Power Ring and the secrets of black powder theyhad to adopt a more savage manner to keep their enemiesat bay.

By the time the ships of the HEVC with their Halfling andOrcish crews began once more to visit these far off places,and few are as far off as Kinkon, they found tribes of Goblins who were no more as the peoples of Al-Garvey. These Goblins were in positions of power allacross the wide swath of the world that once belonged tothe First Goblin Empire.

Encompassing a huge realm of jungle with many mightyrivers, a delta and several score islands the Realm of Kinkon is a mysterious place which is ripe for plucking butis filled with dangers too. The trading fleets of the HEVCand others make great use of the local Kinkon Goblins intheir forces and the Company has managed to turn most of the ‘accessible’ parts of Kinkon into an enclave of wooden

and sometimes bamboo forts and ports. Waging anongoing war alongside regular Great Britorcn battalionsand the Royul Navye the Company also has manythousands of soldiers battling the Ferach Empyre inKinkon. Bringing in a lot of Uropean soldiers is a timeconsuming and expensive business and all the great powersespecially the HEVC make extensive use of many nativelevies to fill out their ranks.

The Kinkon Goblins dressed in their distinctive loin clothsand wooden armour with their eye catching sedge hats(conical hats made of strawed bamboo) arm themselves

with bamboo spears and small composite bows, sometimeswith iron swords traded for sacks of rice with HEVCmerchants. The pace of progress though has also reachedthe Kinkon Goblins and they now have some primitivemuskets of their own and also an ingenious small cannonmade from hollow re-enforced bamboo logs, its light andresists rust but it is prone to exploding! Kinkon Goblinswill happily fight for anyone who will pay them andprivate piratical bands operate at will in the Realm of Kinkon.

Battalions of native Sepoys recruited from the KinkonDelta tribes are in the employ of the HEVC, most of whichare armed only with spears and bows, but some are drilledto fight in formations and make use of their own or evenimported carbines and muskets, though many ironfirelocks rust to orange dust in weeks in the intensesteaming heat of the jungles. Native Sepoys can also befound in the employ of Elvish merchants and even some of the remotest trading posts of the Otharmann Empyre. TheRealm of Kinkon is a massive area filled with wonder anddanger, overgrown temples once home to the olden gods,and wild creatures far too magicke to exist now in the more

civilised parts of Valon. Kinkon is but one of the remoteplaces that harbour danger and adventure for Empyrebuilders.

OURNALS OF VALONTAKEN FROM THEJ

Articles of Interest to Readers

53013 Bamboo Cannon & Crew. This unique gun allows the Kinkon to add some range to their often melee based attacks!

7/26/2019 Flintloque Journals of Valon JOV12 The Kinkon Goblins.pdf

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  © 2008   2

THE K INKON GOBLINS IN FLINTLOQUE

In games of Flintloque when you wish to venture to the faroff wilds of Valon then you can't go far wrong with somenative Kinkon Goblins. These Goblins can be allied to anyUropean nation or unto themselves, these matters shouldbe worked out in the scenario or campaign narrative beforeplay begins. When creating a section of Kinkon Goblinsyou must use the points values, weapons, special rules etcoutlined here. If you wish to use an officer such as an Orcor Elf who is Uropean trained this is perfectly acceptableas long as the species type of the officer matches theallegiance of the Goblins meaning that if you wish to usean Officer who belongs to a nation in the Grand Alliance(i.e. Orc) then the Goblins must be allied to the GrandAlliance.

A Section of Kinkon Goblins comprises an Officer, aSergeant and a number of Privates (6-8) whither Natives,

Sepoys or Uropean Trained troops. Use the points valueshere for determining the cost of your section and itsweapons. Kinkon Goblins are quite different to Al-GarveyGoblins, they are more fearful of musketry and not asstrong but they are fierce in melee and they can move atquite a rate!

Here are the racial stats for a Kinkon Goblin:

Here are the special points adjustments and special rules fordifferent kinds of Kinkon Goblin troops:

Flintloque Stats: Kinkon GoblinSTATUS

Points CostRaw 7

Average 10Experienced 12

 Veteran 15Militia (Sepoy) +2Elite +3Light Infantry -Guerilla -Marine -Irregular (Native) -1Regular (HEVC) +4

MOVEMENTIn CM

Crawl 2

Prone 5Stagger 11Falter 16

 Walk 22Run 30

COMBAT STATSDefence Factor (DF) 2

 Wound (W) 1

Melee Mod +1

Flintloque Optional Rules:

· All Kinkon Delta Goblins must apply a -1 to all Morale Rolls in play.· All Kinkon Goblins must take a fired at ‘First Time Morale Test’ EACH time they are fired upon unless they are gun

crew, Militia (Sepoy), Regular; or they are Experienced / Veteran / Elite in which case one test only as normal.· No Kinkon Goblin may engage a Todoroni or Werewolf in melee without taking a Fired at First time morale test.· Unless trained in Bamboo gunnery no Kinkon Goblin may operate Artillery.· Unless Militia or Regular status no Kinkon Goblin may use black powder weapons.· All movement penalties for movement though jungle (thick forest) are reduced by 50%.

· Trained in Drill (by Uropean Officers) +2 points per Miniature (+1 to Morale Rolls)· Native Melee Weapons only (no black powder) -2 points per Miniature (No firearms allowed in play)·

Trained to use Bamboo Artillery (operates cannon) +1 point per Miniature  (Can operate bamboo cannon only no other types of Cannon or Rockets)

Bamboo Spears and Bows are treated just like normal spears and bows in the Flintloque rules and have the same points cost. However anyBamboo weapon used by a character who is not a Kinkon Goblin, or an officer of a section of Kinkon Goblins suffers a -2 to all Melee rolls.

53011 Kinkon Command. The leaders of the Native Levies and Sepoys thesetwo Goblins are proficient warriors and skilled jungle hunters.

53012 Kinkon Goblins. Masses of these spear and bow armed warriorsmake unarmed travel in Kinkon really dangerous!

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Here are the stats and points costs for the weaponstypically used by Kinkon Goblins when going to battle:

River Goblin MusketThe Goblins of the Kinkon Delta have developed their own

unique weapons following the attacks by Uropean Troops.Able to trade black powder from many sources, the Goblinshave found it hard to obtain enough steel to manufacture

their own firearms (captured Orc muskets being far too largefor them to use singularly). The result was an ingenious

weapon made out of tightly bound strips of bamboo wood.As well as being a sturdy weapon, its construction out of 

wood means that is impervious to the steamy swamps of theDelta, which soon corrodes metal.

River Goblin PistolThe success of the River Goblin Musket led to thefashioning of a smaller pistol sized weapon perfect forleaders to tuck into their belts. Made from bamboo wood

 just like its larger brother this pistol is weaker than an ironfirelock but it is well suited to the jungle.

Bamboo BombeThe use of Grenades or Bombe’s (as the Elves call them) islimited outside the Grenadiers of the Catalucian andWitchlands theatres of war but the Kinkon Goblins havecome up with their own bamboo inspired version of thistype of ordinance. It is a small hollow piece of bamboocontaining a charge of black powder and some fuse,wrapped in linen and with several small musket balls asused by the River Goblin Pistol. It is light and easy to

carry though weaker than Orcish designs.

Bamboo CannonThe Kinkon River Goblins do not make use of any iron or

brass guns, but they do make use of a unique bamboocannon which fires a shotte of roughly 3lb in weight. Thebarrel, the carriage and even the wheels are made of bamboo making the gun very light, and proof against thecorrosive effects of the jungles heat but it is also prone tocatastrophic failure when used more than a few times inrapid succession. Like other battalion and smaller cannonit requires only a few crew to operate the gun.STATS- (Use the standard Light Cannon stats inFlintloque Reloaded; it fires roundshotte only)

Special Rules: All shots from the cannon have a one rangeband negative modifier applied to represent the poorquality of the piece. If fired more than two times in anyscenario you must roll 1D10 and on a result of 6+ on everysubsequent shot the Bamboo cannon will explode. Treat

this as a round shot hit from the cannon at point blankrange against all who are within 5cm of the gun.

Kinkon Goblins may, if Company Sepoys or like troops,be equipped with Dwarf MkI muskets for the normalpoints cost. Kinkon Goblins also make use of RidingLizards to cross the distances in the jungles which horses

simply could not cope with. These are treated exactly asthe Light Lizards as used by the Goblins of Al-GarveyDragoons and others.

Uropean Officers serving within their own regular armiesor with the Honourable East Valonian Company (HEVC)can be added to your Kinkon section. These officers arecreated and treated in terms of points and equipment justas any other officer and are typically Orcs or Rats if GrandAlliance or Elves if Ferach (Othari for Otharmannsections). Kinkon Goblins will not serve under a TodoroniOfficer or a Werewolf officer as both of these peoples are

quite terrifying to them!

For these officers we suggest using 51045 Korsucan Ranger Command  (Orc Officer), 56119 Blacke Watchit Command (Rat Officer) or 51041 2eme Regt de Ligne Command   (Elf Officer) lastly 57010 Household Character Officers (OthariOfficer). All of these officers are assumed to be conversantwith Kinkon customs and tongues and also capable of usingall bamboo and native weapons with no penalties.

THE K INKON GOBLINS IN SLAUGHTERLOO

When making use of the Kinkon Goblins in your games of Slaughterloo they may be fielded in the following fashion.They may be Natives, Sepoys or Regular troops though thelast is very rare indeed.

Kinkon Native LevyThese Kinkon Goblins possess only melee weapons fash-ioned in the main of Bamboo and they fight much as theHousehold Warriors of the Otharmann do, that is thatthey have little formal military training or drill but they areproficient fighters in their own right. Some of the Goblinshave small bows but these are not sufficient to count inranged combat. They operate in Units of 9-24 and aretreated as Irregular Infantry in play, see their profile.

BLACK P OWDER WEAPON

WEAPON 0-5CM

>5-15CM

>15-30CM

>30-45CM

R ELOAD TIME(K NEEL/ PRONE

POINTS COST

(K INKON GOBLIN ONLY)

R IVER  GOBLIN MUSKET 65/5 55/4 30/3 10/2 1 TURN 2

R IVER  GOBLIN PISTOL 65/5 50/4 20/2 - 1 TURN 2

BAMBOO BOMBE 55/5 45/5 35/5 - NA 2

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Kinkon SepoysWhile in appearance these Kinkon Goblins look much likea Native Levy they are in fact in the pay of the HonourableEast Valonian Company (HEVC) or some other powerfulpaymaster who has fashioned them into a more effectivefighting force while having them to retain their nativebamboo weapons. Some of the Goblins have small bows

but these are not sufficient to count in ranged combat.They operate in Units of 9-24 and are treated as IrregularInfantry in play.

Kinkon Company TroopsThese Goblins wear the uniform of the HEVC or anotherregular army and have been drilled and equipped with thelatest tactics and muskets; they are the pinnacle of Sepoys.Kept for the most difficult tasks these troops are no OrcLine but they are some of the best in the steaming junglesof Kinkon. These Goblins operate in Units of 8-20 and aretreated as Regular Infantry with MkI Dwarf Muskets.

Kinkon Bamboo ArtilleryWhile nowhere as effective as the iron and brass cannons of Albion or Armorica the Goblins of Kinkon do make use of a unique light gun make entirely of Bamboo, from thehollowed out log barrel to the wheels and carriage. Thecrews of these guns may only operate their own uniquekind of artillery. All Bamboo cannons are treated as

‘Grasshopper Guns’ (Mountain Guns) and are of a VeryLight type only, they may form a battery of up to threeguns.

Kinkon RidersMost of the Kinkon Goblins fight on foot but they do havea few large formations of Lizard Riders who act as scoutsand harass the enemy wherever possible. Le Esprit duGarde they ain’t but it beats walking!

KINKON GOBLINS - SLAUGHTERLOO

R EGIMENT

(CODE)TROOP TYPE

(R EGARD)UNIT

SIZE

C L CB F FM MM DF M PC

K INKON NATIVE LEVY IRREGULAR 

INFANTRY (R1)9-24 15 15 5 2 - 2 2 6 6

K INKON SEPOYS IRREGULAR 

INFANTRY (R1)9-24 20 20 5 2 - 2 2 8 8

K INKON COMPANY TROOPS R EGULAR 

INFANTRY (R2)8-20 20 20 5 3 0 2 2 9 11

K INKON BAMBOO ARTILLERY FOOT ARTILLERY

(R1)2-4 10 10 - 2 0 1 2 8 10

K INKON R IDERS LIGHT CAVALRY

(R1)

4-10 25 25 15 2 - 2 2 8 18

Converting Your Goblin Miniatures

If you purchase some of the Kinkon Goblins and wish to alter theminto different poses or give them different weapons then this can bedone with a small or larger amount of conversion work. The mosttypical conversions to make to Kinkon Goblins are as follows.Firstly to create infantry with black powder weapons. Take severalcarbines or short muskets from your collection (or use the Armour-ers Pack 59000), Dwarf MkI or MkII muskets are best or use pistolstaken from the Bits & Sprues Range (BS004 Blackpowder Guns I).You can easily cut or snip away the spears carried by the Goblins inpack 53012 and with a small movement of the arms and a smallamount of modelling putty you can glue or pin in place a replace-ment gun. This gives you serviceable Sepoys. Secondly and far morecomplex as an option is to take your Goblins and as well as changingthe weapons is to use modelling putty to overlay the legs and armsof the miniature with cloth, to give them a HEVC style uniform.The sedge hat can be filed off the head of the Goblin and differentheadgear added such as a Shako or a bandana. Lastly if you wish tocreate mounted Kinkon riders then you will need a touch more skill.Taking the vertical spear pose Goblin from 53012 and also severalRiding Lizards from 53003 you can snip the Goblin in half at thewaist and then using the metal legs separated from the base withsome modelling putty change them to a sitting pose that will fit atopthe Riding Lizard before re-attaching the upper body with anyalterations you have made to it facing forwards or to the side and

there you have it, a mounted Kinkon Goblin!

The Alternative Armies parts service can provide you with all itemsneeds for this kind of conversion, ask directly for more information.

Designers Notes on Kinkon

Way back in the mists of ye old tyme, in the first few issues of the ‘Orcs inthe Hills’ magazine and a couple of entries in the first ‘Grapeshotte’ artilleryexpansion for Flintloque there was mention of the Kinkon Delta. This spinoff on the official background of Valon saw the ‘Kooks’ of Kinkon takingon the Union of Secessionist Albionites (USA) Orcs using nothing morethan the jungle and some bamboo muskets. This was a one off bit of funwhich tied a parody of a Napoleonique Vietnam War to the just cause of fighting the Tyrant Mordred. While this article is long consigned to theancients pile of gaming it might be of interest to some who wish to add justa ‘little’ more insanity to their games of Flintloque. All together now… ‘I see a line of Orcs and their all painted blacke !’ 

Kinkon Goblin Codes - ( Unpainted / Painted and Based)

53011 Kinkon Command   £ 3.50 / £ 7.50This pack contains two Kinkon Goblins an Officer with standard and sword along witha high ranking warrior carrying a spear and shield. Plastic Bases supplied

53012 Kinkon Goblins   £ 5.00 / £ 11.50This pack contains three Kinkon Goblin Infantry. Two Goblins with spears horizontaland vertical, a Goblin with Bow. Plastic Bases supplied

53013 Bamboo Cannon & Crew   £ 7.00 / £ 16.00This pack contains one Bamboo cannon one four wheel carriage along with two piles of coiled rope. Also three Kinkon Goblin crew, Officer with lighter, Crewman withCannonball and Crewman with rammer and water pail. Plastic Bases supplied

 Parts service - additional gun crew for 53012 can be purchased on code 53012-A at £1.75 per Goblin, request which of three when ordering. Additional Cannons 53012-B are £2.50 each).

53511-U Kinkon Sepoys   £30.00 / £69.00This unit comprises 24 Kinkon Goblin Irregular Infantry including Officer, SeniorWarrior and three poses of Warrior with Spears and Bow.All miniatures taken from 53011 & 53012. Plastic Bases Supplied.

Alternative Armies, PO Box 8207, Girvan, Scotland KA26 0YB