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JOURNALS OF VALON

TAKEN FROM THE

Articles of Interest to Readers

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 expansion 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 and 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 abandoned
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 were in positions of power all
across the wide swath of the world that once belonged to
the First Goblin Empire.

and sometimes 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 Uropean 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 of progress though 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 jungles. 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.

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 53013 Bamboo Cannon & Crew. This unique gun allows the Kinkon to add
the accessible parts of Kinkon into an enclave of wooden some range to their often melee based attacks!
2008

THE KINKON GOBLINS IN FLINTLOQUE


In games of Flintloque when you wish to venture to the far
off wilds of Valon then you can't go far wrong with some
native Kinkon Goblins. These Goblins can be allied to any
Uropean nation or unto themselves, these matters should
be worked out in the scenario or campaign narrative before
play begins. When creating a section of Kinkon Goblins
you must use the points values, weapons, special rules etc
outlined here. If you wish to use an officer such as an Orc
or Elf who is Uropean trained this is perfectly acceptable
as long as the species type of the officer matches the
allegiance of the Goblins meaning that if you wish to use
an Officer who belongs to a nation in the Grand Alliance
(i.e. Orc) then the Goblins must be allied to the Grand
53011 Kinkon Command. The leaders of the Native Levies and Sepoys these
Alliance.
two Goblins are proficient warriors and skilled jungle hunters.
A Section of Kinkon Goblins comprises an Officer, a
Sergeant and a number of Privates (6-8) whither Natives,
Sepoys or Uropean Trained troops. Use the points values
here for determining the cost of your section and its
weapons. Kinkon Goblins are quite different to Al-Garvey
Goblins, they are more fearful of musketry and not as
strong but they are fierce in melee and they can move at
quite a rate!
Here are the racial stats for a Kinkon Goblin:

Flintloque Stats: Kinkon Goblin


STATUS
Points Cost
Raw
7
Average
10
Experienced 12
Veteran
15
Militia (Sepoy) +2
Elite
+3
Light Infantry Guerilla
Marine
Irregular (Native) -1
Regular (HEVC) +4

MOVEMENT
In CM
Crawl
2
Prone
5
Stagger
11
Falter
16
Walk
22
Run
30

COMBAT STATS
Defence Factor (DF) 2
Wound (W)
1
Melee Mod
+1

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

Here are the special points adjustments and special rules for
different kinds of Kinkon Goblin troops:
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 any
Bamboo 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.

2008

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

this as a round shot hit from the cannon at point blank


range against all who are within 5cm of the gun.

River Goblin Musket


The 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 Goblins
have found it hard to obtain enough steel to manufacture
their own firearms (captured Orc muskets being far too large
for 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 the
Delta, which soon corrodes metal.

Kinkon Goblins may, if Company Sepoys or like troops,


be equipped with Dwarf MkI muskets for the normal
points cost. Kinkon Goblins also make use of Riding
Lizards to cross the distances in the jungles which horses
simply could not cope with. These are treated exactly as
the Light Lizards as used by the Goblins of Al-Garvey
Dragoons and others.

River Goblin Pistol


The success of the River Goblin Musket led to the
fashioning of a smaller pistol sized weapon perfect for
leaders to tuck into their belts. Made from bamboo wood
just like its larger brother this pistol is weaker than an iron
firelock but it is well suited to the jungle.
Bamboo Bombe
The use of Grenades or Bombes (as the Elves call them) is
limited outside the Grenadiers of the Catalucian and
Witchlands theatres of war but the Kinkon Goblins have
come up with their own bamboo inspired version of this
type of ordinance. It is a small hollow piece of bamboo
containing a charge of black powder and some fuse,
wrapped in linen and with several small musket balls as
used by the River Goblin Pistol. It is light and easy to
carry though weaker than Orcish designs.

Uropean Officers serving within their own regular armies


or with the Honourable East Valonian Company (HEVC)
can be added to your Kinkon section. These officers are
created and treated in terms of points and equipment just
as any other officer and are typically Orcs or Rats if Grand
Alliance or Elves if Ferach (Othari for Otharmann
sections). Kinkon Goblins will not serve under a Todoroni
Officer 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 (Othari
Officer). All of these officers are assumed to be conversant
with Kinkon customs and tongues and also capable of using
all bamboo and native weapons with no penalties.

BLACK POWDER WEAPON


0-5

>5-15

>15-30

>30-45

CM

CM

CM

CM

(KNEEL/ PRONE

POINTS COST
(KINKON GOBLIN ONLY)

RIVER GOBLIN MUSKET

65/5

55/4

30/3

10/2

1 TURN

RIVER GOBLIN PISTOL

65/5

50/4

20/2

1 TURN

BAMBOO BOMBE

55/5

45/5

35/5

NA

WEAPON

Bamboo Cannon
The Kinkon River Goblins do not make use of any iron or
brass guns, but they do make use of a unique bamboo
cannon which fires a shotte of roughly 3lb in weight. The
barrel, the carriage and even the wheels are made of
bamboo making the gun very light, and proof against the
corrosive effects of the jungles heat but it is also prone to
catastrophic failure when used more than a few times in
rapid succession. Like other battalion and smaller cannon
it requires only a few crew to operate the gun.
STATS- (Use the standard Light Cannon stats in
Flintloque Reloaded; it fires roundshotte only)
Special Rules: All shots from the cannon have a one range
band negative modifier applied to represent the poor
quality of the piece. If fired more than two times in any
scenario you must roll 1D10 and on a result of 6+ on every
subsequent shot the Bamboo cannon will explode. Treat
2008

RELOAD TIME

THE KINKON 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 the
last is very rare indeed.
Kinkon Native Levy
These Kinkon Goblins possess only melee weapons fashioned in the main of Bamboo and they fight much as the
Household Warriors of the Otharmann do, that is that
they have little formal military training or drill but they are
proficient fighters in their own right. 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 Irregular Infantry in play, see their profile.

Kinkon Sepoys
While in appearance these Kinkon Goblins look much like
a Native Levy they are in fact in the pay of the Honourable
East Valonian Company (HEVC) or some other powerful
paymaster who has fashioned them into a more effective
fighting force while having them to retain their native
bamboo 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 Irregular
Infantry in play.

Kinkon Bamboo Artillery


While 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 the
hollowed out log barrel to the wheels and carriage. The
crews of these guns may only operate their own unique
kind of artillery. All Bamboo cannons are treated as
Grasshopper Guns (Mountain Guns) and are of a Very
Light type only, they may form a battery of up to three
guns.

Kinkon Company Troops


These Goblins wear the uniform of the HEVC or another
regular army and have been drilled and equipped with the
latest tactics and muskets; they are the pinnacle of Sepoys.
Kept for the most difficult tasks these troops are no Orc
Line but they are some of the best in the steaming jungles
of Kinkon. These Goblins operate in Units of 8-20 and are
treated as Regular Infantry with MkI Dwarf Muskets.

Kinkon Riders
Most of the Kinkon Goblins fight on foot but they do have
a few large formations of Lizard Riders who act as scouts
and harass the enemy wherever possible. Le Esprit du
Garde they aint but it beats walking!

REGIMENT
(CODE)
KINKON NATIVE LEVY

KINKON GOBLINS - SLAUGHTERLOO


TROOP TYPE
UNIT
C
L
CB
(REGARD)
SIZE
IRREGULAR
9-24
15 15
5
INFANTRY (R1)

FM

MM

DF

PC

KINKON SEPOYS

IRREGULAR
INFANTRY (R1)

9-24

20

20

KINKON COMPANY TROOPS

REGULAR
INFANTRY (R2)

8-20

20

20

11

KINKON BAMBOO ARTILLERY

FOOT ARTILLERY
(R1)

2-4

10

10

10

KINKON RIDERS

LIGHT CAVALRY
(R1)

4-10

25

25

15

18

Converting Your Goblin Miniatures

Designers Notes on Kinkon

If you purchase some of the Kinkon Goblins and wish to alter them
into different poses or give them different weapons then this can be
done with a small or larger amount of conversion work. The most
typical conversions to make to Kinkon Goblins are as follows.
Firstly to create infantry with black powder weapons. Take several
carbines or short muskets from your collection (or use the Armourers Pack 59000), Dwarf MkI or MkII muskets are best or use pistols
taken from the Bits & Sprues Range (BS004 Blackpowder Guns I).
You can easily cut or snip away the spears carried by the Goblins in
pack 53012 and with a small movement of the arms and a small
amount of modelling putty you can glue or pin in place a replacement gun. This gives you serviceable Sepoys. Secondly and far more
complex as an option is to take your Goblins and as well as changing
the weapons is to use modelling putty to overlay the legs and arms
of the miniature with cloth, to give them a HEVC style uniform.
The sedge hat can be filed off the head of the Goblin and different
headgear added such as a Shako or a bandana. Lastly if you wish to
create mounted Kinkon riders then you will need a touch more skill.
Taking the vertical spear pose Goblin from 53012 and also several
Riding Lizards from 53003 you can snip the Goblin in half at the
waist and then using the metal legs separated from the base with
some modelling putty change them to a sitting pose that will fit atop
the Riding Lizard before re-attaching the upper body with any
alterations you have made to it facing forwards or to the side and
there you have it, a mounted Kinkon Goblin!

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

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

Kinkon Goblin Codes - ( Unpainted / Painted and Based)


53011 Kinkon Command
3.50 / 7.50
This pack contains two Kinkon Goblins an Officer with standard and sword along with
a high ranking warrior carrying a spear and shield. Plastic Bases supplied
53012 Kinkon Goblins
5.00 / 11.50
This pack contains three Kinkon Goblin Infantry. Two Goblins with spears horizontal
and vertical, a Goblin with Bow. Plastic Bases supplied
53013 Bamboo Cannon & Crew
7.00 / 16.00
This 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 with
Cannonball 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 / 69.00
This unit comprises 24 Kinkon Goblin Irregular Infantry including Officer, Senior
Warrior 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


2008

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