Goblintide

This would be a massive mod, and probably better as a new game, but thought I’d share the ideas. All based on out-of-print copyright © Games Workshop material.

GOBLINS
Conceptually, about equal in strength to Skaven, but with a different twist on specials

Common Goblin

  • Infantry
  • Unarmored
  • Shield, No Shield (two varieties)
  • Standard one-handed light attacks
  • Health: 5/7.5/10/15

Night Goblin

  • Infantry
  • Unarmored
  • No Shield
  • Long Spears - light attack with reach
  • Health: 6/9/12/18

Forest Goblin

  • Infantry, Elite, Berserker
  • Unarmored
  • No Shield
  • Two one-handed weapons
  • Stealth - not visible until within a certain range
  • Health: 6/9/12/18

Goblin Boss

  • Infantry, Elite
  • Armored (body)
  • No Shield with two-handed weapon -OR-
  • Shield with one-handed weapon
  • Health: 13/20/26/39

Night Goblin Fanatic

  • Infantry, Special
  • Unarmored, Resistant
  • No Shield
  • Hides among Night Goblins until within range. Swings heavy ball and chain in a circle for up to six seconds (loses health every second). Those hit take a heavy hit and are thrown back (similar to big hit from monsters)
  • Health: 12/18/24/36

Forest Goblins Spider Rider

  • Infantry, Special
  • Unarmored
  • No Shield
  • Very fast. Carries spear. Can fight normally with spear and spider bit when not leaping
  • Can leap on a character. If successful the character is down and helpless. After 6 seconds, character is wrapped up in webbing and left helpless until rescued (similar to catch pole)
  • Health: 20/30/40/60

Goblin Netter

  • Infantry, Special
  • Unarmored
  • No Shield
  • Throws a net that captures character and pulls them away to be hung (same mechanic as catch-pole)
  • Health: 20/30/40/60

Gigantic Spider

  • Monster
  • Armored (body), legs and head vulnerable
  • Attack is bite and clubbing with legs
  • Bite has poison (damage over time)
  • Health: 700/1050/1400/2100

Great Cave Squig

  • Monster
  • Armored (body), legs and head vulnerable
  • Attack is a huge bite (heavy) or claw attacks (light)
  • Hopes around (similar to Rat Ogre) and pushes back characters when landing near them
  • Health: 700/1050/1400/2100
5 Likes

ORCS
Conceptually, a bit tougher than Chaos, but not as sophisticated

Common Orc

  • Infantry
  • Unarmored
  • No Shield and hand weapon -OR-
  • Shield and hand weapon -OR-
  • No Shield and long spear (light attack with reach)
  • Health: 8/12/16/24

Savage Orc

  • Infantry, Elite, Berserker
  • Unarmored, Resistant
  • No Shield
  • Two hand-weapons
  • Health: 12/18/24/36

Orc Bigun

  • Infantry, Elite
  • Armored (body)
  • Shield
  • Hand weapon
  • Health: 20/30/40/60

Black Orc

  • Infantry, Elite
  • Armored (body)
  • No Shield
  • Two hand-weapons
  • Health: 30/45/60/90

Savage Orc Boarboyz

  • Infantry, Special
  • Unarmored, Resistant
  • No Shield
  • Hand weapon. Can fight normally with hand weapon and tusks when not charging.
  • Charges in straight lines, damaging and knocking down characters hit (similar to Ribspreader)
  • Health: 24/36/48/72

Orc Shaman

  • Infantry, Special
  • Unarmored
  • No Shield
  • Teleports
  • Cast Waaagh! This acts like a push-back (similar to career skills) that does light damage and sends those in radius to ground. Orcs and Goblins in hearing radius (?) gain +25% health for 5.0 (?) seconds
  • Health: 24/36/48/72

Troll

  • Monster
  • Resistant
  • Has constant regeneration
  • Damage from fire (incendiary bombs, Siena’s ranged attacks, Drakefire guns, etc.) decrease maximum health
  • Has a club attack with reach. (No Bile attack)
  • Health: 475/750/1000/1500

Giant

  • Monster
  • Resistant
  • Has stomp (similar to Ribspreader)
  • Has heavy attack with club, but slow attack speed
  • Health: 1000/1500/2000/3000
3 Likes

OR Dragon Ogre Tide
For “legend is not challenging bc I got better after several hundred hours ingame” bois.

1 Like

Sounds like a blast.

I don’t think you can make mods based on other Games Workshop properties unless Fatshark licensed them, but I wonder if it’d be acceptable to make “generic goblins/orcs” a la LotR/D&D.

Why don’t we save other races for V3, V4 and V5? Plenty of material to go around for years. And I don’t think that Giants would be practical at all. They are just too big, you can’t hit their heads with melee… you can’t even hit their bellies :grin:. Just take a look at this: https://youtu.be/ycRgKPoGxx4?t=1m9s

1 Like

I figured their size would create a unique challenge, though admittedly, with these stats, it would be a small giant.

Lets call it a baby giant boss, or a giant brat so not fully grown yet.

I want Chaos Dwarfs, so much fun to smack those midgets around.

Thinking a bit more about this topic, we could have giants with a couple of animations that give opportunities to go for the head. In a different warhammer game, they have these attacks where they either bend over closer to ground level so they can use a breath attack or when they try to grab a soldier for slamming purposes.
Of course, being giants, they should be kind of a special encounter, in only a few specially designed areas that also offer a chance of getting to higher ground and closer to the head, make a leaping attack, land in a haystack and repeat.
Or just hit it in the legs until it gets angry and wants to chomp you. They could also use some kind of quicktime event where it grabs you a la chaos spawn but if you hit them at the right time and spot, you get released.
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Or just hagbane the little **** til he drops:star_struck:

Can someone make a Gortide then?

like
Ungors - horde infantry
Gors - infantry
Bestigors - armored infantry

Bullgors - Monster

Hmm, they could make a DLC map where we would have to fight a boss which is a Giant (not monster, it would need to be an actual boss/lord). In that way they could design the whole boss fight zone so that such a fight would be possible.

1 Like