The Goblin Doom Balloon (Limit 1 per army)....................Points Vary

 

Some enterprising goblins have invented many things and one of these the Goblin Doom balloon.  High up in the worlds edge mountains and in the chaos wastelands are gas holes emitting an extremely flammable gas. By accident goblins discoverd they could trap this gas in skins and in hopes of making an flame weapon of sorts, they discovered it floats! Thus a short couple years later appeared the Goblin Doom Balloon.  Doom Balloons come in two sizes Large and small, first used for spotting for artillary then later as an attack platform of sorts to hail down different forms of weaponry and mayhem.  Both forms of Doom Balloons have a platform to hold a number of Goblins and weapons.

A Doom Balloons Point cost can vary depending on  how it is configured generally. Small Doom Balloons can Hold 5 Goblins and Large Doom Balloons can Hold 10 Goblins depending on the mix of the arsenal choices below each goblin or weapon system take the weight of a specific number of goblins in the balloon. Each system is explained below:

Movement/Propulsion
The Doom Balloon has two forms of propulsion either a goblin pedaling and stearing or snotlings on a treadmill or pump aparattus each has its own benefits the Goblin driver has a great deal more control and relaiblity in the speed department each goblin but the snotlings give a higher potential speed. Any Balloon may have 1 or 2 goblins or 1 snotling base as its propulsion system. Each goblin adds 6 inches of movement to a balloon and a snotling base adds 3d6 movement and obviously takes more wounds

Crew Type Space Used Points Cost
Pump / Pedaler Goblin 1 3½ points each
Snotling Propulsion 2 15 points each

Crew Types

Sniperz Goblin 1 goblin 10.5 pts ea.
Bungee Goblin! 1 goblin 9.5 pts ea.
Rok Dropper Gobbo 2 goblins 8.5 pts ea.
Bolt Thrower & Crew 5 goblins 40.5 pts ea.

Crew Type Space Used Points Cost
Sniperz Goblin 1 10½
Bungee Goblin 1
Rok Dropper Gobbo 2

Goblin Sniperz are adept archers they are armed with Bows that can be braced in the platform they have a 24" range and a better bow skill than regular goblins they amy also have no range modifiers for shooting from up high and may target charecter models in units with a -1 to hit and no modifier if a charecter is alone and at least 2" inches away from any unit.

Profile M WS BS S T W I A Ld Equipment
Sniperz 4 2 4 3 3 1 2 1 5 Light Armour & Short Bow

Bungee Goblins are probably the most silly on the balloon but interesting using the same elastic bands that doomdivers use they leap off of the platform while brandishing a large glaive or spear in hopes of skewering a couple troops that lay below they may attack any unit below or within 4" of the balloon and the unit may not return attack! The goblin rolls to hit as normal WS versus WS but with a change; a successful hit does d3 strength 5 hits to the unit. Should the Bungee jumper roll a one on his to hit roll somthing has gone terribly wrong and you need to roll on the following chart.

 

d6 Roll Effect
1-2 The elastic band has snapped and the goblin plumets to the ground place a (Doomdiver) template
directly below the balloon and roll a deviation die and a d6 any models directly under the template
take 1 STR 5 hit and the bungee jumper is dead.
3-4 Misjump. The Bungee jumper has not gotten enough momentum to reach his target and dangles
helplessly for one whole turn while he climbs for another jump enemy troops may shoot missle
weapons at him this phase only (as long range) The bungee jumper skips one turn.
5 The Bungee Jumper has become entangled and hung himself and dies immediatly.
6 The Bungee Jumper has recoiled violently and screams back towards the balloon
1-3 work out the attack vs the gondola and crew
4-6 work out the attack vs the balloon.

 

Profile M WS BS S T W I A Ld Equipment
Jumper 4 2 3 3 3 1 2 1 5 Light Armour (more for weight than protection) and a big Glaive.

Rok Dropper Gobbos are by far the simplest to use. Each gobbo is considered to have enough large rocks for a battle which they drop from a great height. They may drop a rock up to 6 inches away to directly under the balloon using the Doomdiver template,the deviation die and a d6. They place the template over their target and simply roll the deviation die and a d6. Any models directly under the template take d6 STR 6 hits and the models at least 1/2 under the template take 1 STR 4 hit on a 4-6 only. Armour saves apply as normal.

Profile M WS BS S T W I A Ld Equipment
Jumper 4 2 3 3 3 1 2 1 5 Light Armor, Hand weapon, Basket of big Rocks!

 

The Warballoon
The balloon itself  is a somewhat stable platform to carry the crew and equipment. The different sizes have different stats and some special rules, after all there is a huge amount of highly flammable gas used to carry make the balloon float in the air and it only has a thin skin to maintain and protect that gas!!!!!!

Profile M WS BS S T W I A Ld Cost
Small Balloon * - - - 5 3 - - - 75 points
Big Balloon * - - - 5 6 - - - 100 points
Gondola * - - - 7 4 - - - -

The Doom balloon in combat !!
The Doom Balloon cannot be attacked by ground troops, can be fired at by war machines that can fire high and by opposing flyers as per the flying rules. Any hits are randomized between the machine and its riders as per the following table

1-2 Balloon
3-4 Crew
5-6 Gondola

Hits vrs the Balloon - Once all the wounds are done to the balloon itself it plumets to the ground killing all. Should the balloon be hit by any flaming attacks it will explode on a 5 or 6  with a +1 per each additional wound beyond the first (a 1 always fails to ignite the balloon). A flaming balloon plummets to the ground as a buring hulk and may hurt anyone under it. Use a 3" radius / 6 " template. Roll the deviation die and 2d6 for distance. Anyone completely under the template takes d2 Str 5 Flaming hits with no armour save. Anyone ½ under the template has a 4+ chance of a taking a single Str 5 flaming hit, again with no armour save.

Hits vrs the Gondola - Once a gondola has taken all its wounds the crew and contents plummet to the ground dead! 

Hits vrs the crew - Randomize hits to the crew and remove accordingly. Any wounds to propulsion crew may effect the balloons movement but if you have goblin propulsion any other goblin can take his place. Should all the snotling or goblin propulsion be killed the balloon drifts d6 inches in a random direction each turn. 

The Doom Balloon crew are crazy even by the demented standards of the goblins and instills bravery and confidence in its crew. They are therefore immune to psycology (where can they run?).

 


Written by Chris J Burson