The smaller (though not tiny), frightened lesser kindred of the Orcs, Goblins aren't good for much but running away, so some clever Orcs gave the most cowardly some bows and arrows and asked them to at least shoot arrows while they were running away.
Goblin skirmishers play to their strengths, carefully laying ambush and then attack, but the instant anything goes south, the goblins will panic and run. Some have been known to panic and run at the sight of the heroes, who are bewildered by the sudden sight of brush and trees erupting with well-armed, previously hidden goblins racing the other direction screaming and waving their arms in panic.
|ST: 10||HP: 11||Speed: 6.00|
|DX: 12||Will: 10||Move: 6|
|IQ: 9||Per: 11|
|HT: 11||FP: 11||SM: 0|
|Dodge: 9||Parry: N/A||DR: 0|
Sharp Teeth (12): 1d-3 cutting. Reach C.
Short Bow (12): 1d-2 impaling. Acc 1, Range 100/150, RoF 1(2).
Traits: Appearance (Ugly); Cowardice (6, -4 Fright Checks); Infravision; Rapid Healing; Resistant to Metabolic Hazards (+3); Social Stigma (Savage).
Skills: Bow-12; Stealth-14.
Class: Mundane (Goblin-Kin).
Combat Effectiveness Rating: 12 (OR 7 and PR 5).
Notes: Goblins are as likely to simply collapse out of terror when struck, and quite a few will “survive” death. Consider rolling stealth to see how well they fake it. Always willing to negotiate, and in fact, only fight at all because bigger goblins force them to.