Hayley Marshall
wilford warfstache
This gorgeous custom home underwent a complete remodel in 2017. The attention to detail is incredible! The remodel included meticulous finish work, new HVAC, furnace, water heater, kitchen, bathrooms, flooring, paint, lighting, interior and exterior doors, garage doors, etc. The luxurious main suite boasts a 300+ square foot custom closet and dressing room with built-in cabinets, island, and window bench. The stunning main bath is adorned with a free-standing bathtub, Toto Washlet toilet (with bidet), large marble shower, and multiple vanities. The beautiful gourmet kitchen is complete with high-end appliances such as a Wolf range, Sub Zero refrigerator (built-in with separate freezer and fridge units), pebble ice machine, trash compactor, marble countertops, and backsplash. The details in this home are exquisite and include Hunter Douglas motorized shades, barn doors, an intercom system, speakers throughout the interior and exterior, custom finish carpentry with oversize casings, shiplap, marble, eight-foot doors, and Moen faucets. Each bedroom has a built-in bookcase and desk. This home's grounds feature a heated, saltwater pool with water feature and automatic pool cover. You'll love sitting by the fire pit and enjoying the large deck and covered patio. This home also has an in-ground trampoline, dog run, and a suspended slab indoor basketball court. The four-car garage is equipped with ample cabinets, multiple workbenches, and epoxy floors. You don't want to miss out on this home! Square footage figures are provided as a courtesy estimate only and were obtained from county records. Buyer is advised to obtain an independent measurement.
A recognizable icon in the quintessential neighborhood of Stratfield, this lovely Queen Anne Victorian delights inside and out. If you're searching for an updated antique, with loads of character and charm, then look no more. This one will have you at the wrap-around porch! Or maybe the stained-glass windows? The owners meticulously researched the era the home was built and kept that forefront of mind as they updated over the years. The Parlor, Family and Dining areas are rooms to savor, unwind and feel a bit like you've stepped back to yesteryear. The Kitchen is a showstopper, and in fact won top honors in the 2004 Sub-Zero/Wolf Kitchen Design Contest. It's still a classic with quarter sawn oak cabinets, copper and slate countertops, fir wood floor and tin ceiling. A rail ladder system allows you to reach high cabinets and adds to the whimsical allure of the space. A lot of cooking and entertaining have taken place at 538 over the years, and there's room for everyone! With five bedrooms on the 2nd floor & four on the 3rd, you won't want for space. Two of the bedrooms function as offices, a real convenience in the current work environment. Third floor has a large common area perfect as a playroom, homework center or tv/movie watching space. Basement has an exercise room and lots of storage. The perennial gardens are an added treat, and you are walking distance to Lincoln Park, Stratfield Elementary, places of worship and restaurants. Low monthly utilities!
ENJOY 60% OFF WHEN YOU PURCHASE 3 OR MORE ITEMS **Discount gets applied automatically at checkout** A playful pair of grey wolf pups Baby Shower Invitation Set This listing is an Instant Digital Download for you to customise within minutes of purchase! No software is needed, edit your printable right in your browser with Corjl. All you need to do is Purchase > Personalise > Print! No waiting • No software to install • No fonts to download. This listing is for DIGITAL FILES ONLY and no physical items will be sent to you. ------------------------------ TRY BEFORE YOU BUY - FREE DEMO ------------------------------ https://www.corjl.com/d/11HJ93 ♡ Just copy and paste the above URL into your web browser to see just how easy it is to personalise your template (limited features on tablet and mobile devices) -------------------------- YOU WILL RECEIVE -------------------------- • Invitation - 5" x 7" inches (Front and optional Back) • Thank You Card - 5" x 3.5" inches (Flat and Folded) • Books for Baby Card - 5" x 3.5" inches, 3.5" x 2" inches • Diaper Raffle Ticket - 5" x 3.5" inches, 3.5" x 2" inches • PDF Instruction Guide DOWNLOAD OPTIONS • PDF - for home printing, copy center, or print shop • JPG - for photo lab or print shop • PNG - for text, email, or social media sharing • With or without bleed and trim marks • Single template OR Multiple templates on US Letter or A4 -------------------------- MATCHING ITEMS -------------------------- Please use the search bar in our store or follow this link: https://www.etsy.com/shop/BloomingMagicPaperie?ref=seller-platform-mcnav&search_query=KENJI ---------------------- HOW IT WORKS ---------------------- 1 - Within minutes of your purchase, you will receive an email from Corjl containing a link to access your template (be sure to check your spam folder). You can also go directly to Corjl.com and use your order info to login and access your purchased items. 2 - Make all your changes to the template, save, and download 3 - Print at home, at a copy center, or at an online printer You can save your file and continue editing your template at any time. **PLEASE MAKE YOU ARE LOGGED IN WITH THE CORRECT EMAIL ADDRESS, AS THIS IS WHERE THE ACCESS LINK IS SENT** ---------------------------------------- WHAT CAN/CAN'T BE EDITED ---------------------------------------- YOU CAN • All text can be edited (wording, font, colour, size, spacing, and placement) • Change, delete or add background colours/images • Upload your own image • Add new pages or add a back side YOU CANNOT • Change page size and orientation ------------------------- WHERE TO PRINT ------------------------- • Home printer • Copy centers such as Staples, OfficeMax, or FedEx • Photo labs - such as Walgreens & Costco • Local print shop or online printer such as https://printsoflove.com/ref/bloomingmagicpaperie ------------------------- KINDLY NOTE ------------------------- • Please note that this is a digital product and no physical product will be sent • Please DO NOT use Apple ID and check that your Etsy email address is up to date, as this is where your Corjl Access Link gets sent to • This template is ONLY editable through the Corjl web application (Google Chrome is the recommended browser) • It is best to use Corjl on a laptop/desktop as editing capabilities on a tablet/phone are limited to text and images • Colours may vary slightly between monitors and printers • Print settings should be set to print at actual size or 100% • Your template will be available to you for 1 year from the time of purchase ------------- RETURNS ------------- As this listing consists of digital files only, and no physical items are shipped, it will not be possible to return or exchange your purchase, and no refunds can be given. Take a moment to read the shop policies and FAQs on my Etsy Store front page. Please contact me if you need any clarification prior to purchasing, or if you are having issues with your purchase. I will be happy to help! -------------------- TERMS OF USE -------------------- • Templates will be available for 1 year from the time of purchase. • Templates are solely for personal, non-commercial use only and cannot be sub-licensed, resold, shared, transferred, redistributed, or modified in any way. • We reserve the right to revoke access to this template if these terms have not been followed © Copyright Blooming Magic Paperie. All rights reserved. All templates are solely for personal, non-commercial use only and cannot be sub-licensed, resold, shared, transferred, redistributed, or modified in any way. Back to our Etsy shop: https://www.etsy.com/shop/BloomingMagicPaperie Thank you for visiting our store! KENJI Wolf Pups Baby Shower Invitation Set, Adventure Baby Shower, Neutral Baby Shower, Diaper Raffle, Book, Editable, Download, Template, Great Outdoors, Adventure, Wilderness, Playful Wolf Pups, Grey Wolf
* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Orcs & Goblins Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. INTRO - The Greenskin Horde Orcs and Goblins are overwhelmingly violent. Orcs are built for war and resolve even minor disagreements with full-blooded combat. Goblins, on the other hand, prefer to wait until opponents are badly outnumbered, wounded or looking the other way (and preferably all three). Put them together in the same force and you have the makings of a WAAAGH! - a greenskin invasion that will conquer and crush all in its path! An Orcs and Goblins army is an unruly mix, formed out of a staggering variety of greenskins and monsters. From the elite, soldierly Black Orcs to towering Giants; from diminutive Snotlings to monstrous spiders the size of houses, the variety of tactics available to the Warbosses is matched only by the sheer variety of troops at his disposal. Regardless of how it is formed, an Orcs & Goblins army is unpredictable on the battlefield. It is capable of smashing aside all opposition in a storm of violence. So if you're looking for a fight, or some boyz to fight with you, you've certainly come to the right place… LORE OF DA BIG WAAAGH! Attribute: Power of Da WAAAGH! : The magical powers of Orc and Savage Orc Shamans are boosted by the positive energies of Orcs fighting nearby. Conversely, if nearby Orcs are running away, their negative energy weakens a Shaman. Gaze of Mork: Mork (or possibly Gork) gives the Shaman the ability to project beams of coruscating energy from his eyes. Has a range of line-of-sight. Brain Bursta: Projecting violence in a mental wave, the Shaman glowers at his targets and lets loose a bolt of brain-melting force. Has a range of 300 meters (can be increased to 1 kilometer with additional effort) and targets a single enemy. Depending on the willpower of the target they could suffer anything from a minor headache to having their head explode. Powerful willpower will allow them to throw off the effects of the spell with no damage. Fists of Gork: In a fit of fighting fury the Shaman's gnarled fists grow large, becoming harder than iron. An augment spell that increase the Shaman's physical strength and durability. The Hand of Gork: The Shaman's eyes roll back and an enormous, ghostly green hand materializes in order to pick up a nearby mob and plonk them down where the fighting is fiercest. Has a range of 1 kilometer and targets unengaged friendly units, and moves them wherever the Shaman needs them to be in that range. 'Eadbutt: As the Shaman chants and slams his head forward, a wave of potent green energy emanates forwards, forming a shockwave of power that assaults an unfortunate enemy wizard. Has a range of 24 meters (can be doubled to 48 with more effort), and bypasses armor. 'Ere We Go!: As the Shaman chants his gibberish, he seems to visibly leak fighty energy, which boosts the aggressive zeal and close combat prowess of an nearby mobs of Orcs. Has a range of up to 12 meters. Foot of Gork: The Shaman raises his arms and implores the sky with wild gesticulations. An almighty green foot descends to crush the foe, making a resounding krunching sound as it does so. Can be summoned up to 1 kilometer from the Shaman. The foot causes a large shockwave from where it lands. The Shaman must be careful when calling upon Gork. While he can intensify Gork's involvement in battle to a full warpath of stomping, the effects are not always what he intended. Gork might slip and stomp one of the Shaman's own teammates. He might get bored and wander off. Or he might stomp the same area over and over again (Cause when Gork wants something stomped, he stomps it!). LORE OF DA LITTLE WAAAGH! Attribute: Sneaky Stealin' : Whenever a spell from da Little WAAAGH! has been successfully cast, there is a 1 in 3 chance that the Goblin Shaman will snatch some of the enemy wizard's magic along with it, which can be used in the future to dispel future enemy spells. Sneaky Stabbin': This spell focuses mischievous energy to ensure blows from the mob blessed by this spell find the weak spot in armor, go right after 'hurty bitz' or sneak in at unexpected angles. An augment spells with a range of 100 meters, it grants a targeted friendly unit's weapons the ability to pierce any armor until the Shaman casts a spell again. Vindictive Glare: Green bolts of purest spite bust forth from the Shaman and streak towards the foe. As the Shaman concentrates his vitriol, the bolts explode, pop and fizz amid the foe. A magic missile with a range of 300 meters (or 1 kilometer with more effort, which also increases the power of the blast). Gift of the Spider-god: Hissing and baring his own fangs, the Shaman calls upon the Spider-god for its wicked aid. As if in answer to his call, nearby allies seem to take on a spider-like aspect… An augment spells with a range of 100 meters, it makes the targeted unit's weapons poisonous. If their weapons are already poisonous, then it boosts the venom. Itchy Nuisance: The Shaman vigorously scratches his armpits, cackling maniacally as he does so, and projects unhygienic discomfort and painful chafing onto a nearby foe. Has a range of 300 meters and makes it very difficult (and uncomfortable) for that target to move. Gork'll Fix It: The Shaman points a bony finger at a nearby enemy, and curses them in the name of Gork. Has a range of 300 meters. The enemy's attempts to wound, to dodge, or defend are all subtly sabotaged (their blade is just off, they trip over their own feet, or don't raise their shield quite fast enough) until the Shaman casts again. Night Shroud: The Shaman throws a black-capped nightshade mushroom into the air, which bursts to form a cloud of pitch darkness. Targets the Shaman and any unit he is with. They are made very difficult to target (save perhaps with AOE attacks) until the Shaman casts again. The Shaman can choose to have the Night Shroud target all friendly units within 100 meters of himself, but this takes more effort. Curse of da Bad Moon: With a chilling howl, the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs. This summons a small magical vortex which, while initially aimed by the Shaman, will eventually begin moving in random directions. Any unit under or passed over by the vortex is cursed, bypassing all armors. They might simply be injured, they could loose their strength, they might become less durable to harm, or become slower. With increased effort, the Shaman can make the Moon a large vortex instead, and will also be able to choose the exact curse that will be laid upon the victims instead of it being random. RECON Greenskins will send out various scouts (typically Goblins, either spying on their own or scouting from the backs of their swift wolves). Sometimes Boar Boyz will act as scouts, but they tend to end up charging into the fray more often then returning back with info. Forest Goblins on the backs of spiders can act as spies, creeping into fortified positions to sabotage or assassinate, or creeping back out with enemy positions. The Shamans of the Greenskins can call upon their gods to send them visions of where the best fighting will be. Finally, they may just split up and go in various directions, then wait until one of them gets into a scrap, then head in the direction they hear violence, drawn to it like a moth to flame. PRIMARY UNITS: Orc Boyz Mobility: 4 Training: 4 Max Range: Melee Preferred Range: Melee Orcs, often known as Orc Boyz, or just 'da Boyz', are the hard-fighting infantry found at the heart of most greenskin tribes. Goblins are more prolific, but it is the Orcs that do the bulk of the bloody work in most battles. That is okay with all parties, as Orcs are a warrior race and there is nothing they like half as much as a good scrap. In fact, it is hard to get Orcs to stop fighting. They are an overly pugnacious lot and if no one else is around they will pummel each other just to keep their spirits up. Orcs form up into units, called mobs, which are led by the biggest of their kind. Before battle Orc Boyz chant and stomp the ground, building up into a wild crescendo of utter violence. Weapons and shields are clashed together in a growing din. When their leader roars his WAAAAGH!, Orcs respond in kind, using their guttural voices to join in the swelling barbaric battle cry. It is a release of battle-fury and a call for all-out war that sweeps the Orc Boyz into a joyous tide of violence. Offense: Mobs carry a range of weapons - long-staved spears, a variety of bladed cleavers, clubs, or occasionally looted weapons. Defense: Orcs do not register pain as other races do. A typical green-skinned lout won't let a minor injure, such as a severed limb, keep him from fighting. Orcs are so tough and resilient that if the arm can be found and sewn back on (however crudely) it will heal quickly. That's not to say they don't have armor. It's typically crude and battered, but it is still armor. Larger and more powerful Boyz may have more sturdy armor, but it will still be battered. No Orc would trust armor that didn't look like it had been in a least a few fights before. They also tend to carry wooden shields. Special: Variant: Arrer Boyz: Some Orcs carry bows. These Orcs, known as Arrer Boyz, are viewed suspiciously by the rest of da Boyz, for archery is a bit 'Gobliny'. If Arrer Boyz can prove their prowess in combat, such oddities can be overlooked. Still, it is best not to camp next to Arrer Boyz, as a hail of arrows periodically pincushions passers-by. Yelling rude names at Arrer Boyz is a proven way to alleviate camp boredom and the start of many a good ruckus. Arrer Boy Bosses are notorious dead-eye shots that often order their mobs to keep shooting corpses long after their foes have fallen as 'it's good practice'. Special: Variant: Big 'Uns: In many tribes the largest Orcs band together into a mob that is accurately, if not imaginatively, called the Big 'Uns. These warriors are bigger, stronger and even fightier than regular Orc Boyz. Those that survive their stint with the Big 'Uns often go on to become Bosses, Big Bosses, or even Warbosses. In the meantime, they form an elite unit that gains the reputation for being the hardest-hitting mob in the tribe - a claim they are only to eager to show off to any foes or rivals that get in their way. Only one mob can 'be da best' so Big 'Uns are mercifully rare in each greenskin tribe. Additional Factors: -All Orc weapons are called 'choppas' and are kept in a battered condition - if it isn't already splattered with blood, it soon will be. To an Orc, an untarnished weapon is a sure sign that a fight is overdue. -It is common practice to brag about one's own mob, while rudely scoffing at the other mobs. Naturally, this leads to punch-ups, scrums, and actual combat - which is what the Orcs wanted all along. Black Orcs Mobility: 4 Training: 6 Max Range: Melee Preferred Range: Melee Black Orcs are the biggest, meanest, and strongest of all Orcs. They get their name from their dark green or black skin, although the title is just as much derived from their dour demeanor. Black Orcs are grim and singularly focused on war - an occupation they take extremely seriously. It can be truly said that Black Orcs live to fight. In this regard all Black Orcs treat other greenskins, even the more battle-worthy types, such as Boar Boyz, as little more than frivolous amateurs. This is largely because less Orcs, even the hulking Big 'Uns of the Orc tribes, are likely to squabble among themselves instead of concentrating on the foe. This lack of discipline is a shortcoming that Black Orcs neither forget nor forgive. The Black Orcs' opinion of goblinoids is even worse, seeing them as beneath contempt and not fit to carry spar equipment, much less fight. Many Orc and even Goblin Warbosses find that Black Orc mobs will serve, but only as purpose suits them. Black Orcs can always be found in the thick of the fighting and regularly do more than their share of killing, however, the price is often high. Such elite regiments are even more likely to depart than other greenskins if the fighting slows down. Worse yet, if the pickings are rich, the Black Orcs will stay, but will work towards supplanting the tribe's current leaders. As they are the biggest and toughest fighters, it usually isn't long before the Black Orcs are no longer following orders, but rather beginning to issue their own. Offense: Black Orcs are armed to da teef, often bearing multiple choppas of various sizes. These are meticulously (for Orcs, anyway) cleaned when the fighting is over. Defense: Heavy Armor Additional Factors: -Black Orcs pride themselves on being the best fighters and, as such, they claim the lion's share of any loot after battle. Being militaristic and spartan, Black Orcs seek only food and gear of war - leaving weedier greenskins to debase themselves fighting for shiny trinkets and any remaining scraps of meat. -Most greenskins don't understand the kill-joy behaviors of the Black Orcs, preferring instead to whoop and revel in jubilant victory celebrations. This, naturally, just further disgusts the Black Orcs and confirms their belief that 'they are da best'. -The exact origins of the Black Orcs are debated, but the most agreed upon version is that Chaos Dwarfs, tired of the unruly nature of their other greenskin slaves, magically bred the more disciplined Black Orcs. If this is true, their experiment failed badly, for Black Orcs are willful and independent-minded, far more likely to lead than to follow. As the tales go, the Black Orcs led a rebellion against their taskmasters and escaped the shackles of slavery, heading for the mountains and freedom. -Black Orcs are immune to psychology. Savage Orc Boyz Mobility: 4 Training: 3 Max Range: Arrows Preferred Range: Melee Long ages ago, all Orcs were savages with no means of manufacturing metal weapons, armor or war machines. These primitive brutes lived a nomadic existence using rudimentary weapons to stalk their prey. It is no easy task to bludgeon to death a great land leviathan using only simple clubs, yet such contests proved immensely satisfying to the lowbrowed warriors. A day full of fighting mammoth creatures followed by eating them was a proper living! When early Orc tribes encountered (and fought) more advanced races, they coveted the superior metal armor and weapons of their foes. Captured gear was hotly contested, though some tribes shunned the shiny contraptions, preferring traditional weapons of bone, wood and stone. When some Orc slaves escaped their bondage under Chaos Dwarfs, they returned to the tribes with a knowledge of metal working. Soon most Orc tribes could make their own metal weapons and those that refrained from such advancements became increasingly distinct. Over the long years, the Savage Orcs, as they are now known, have kept to the 'old ways'. These Orcs wear little or no clothing and their grunt-heavy language is significantly cruder than other Orcs (which is saying something). When they cannot get their limited thoughts across, Savage Orcs turn to wild gestures or even scribble simple stick-pictures in the mud or upon cave walls. Offense: Heavy Stone clubs, Flint-tipped spears. Some Savage Orcs use bows, firing stone-tipped arrows. They also have the Big-Stabba, a two-Orc team weapon that is a log-sized spear, traditionally used to hunt gigantic monsters. Defense: Warpaint: Bestowed by Savage Orc Shamans, the Savage Orcs believe so strongly that these signs of Gork and Mork's favor offer protection that enemy sword blows and arrows really can be deflected by the Orc's self-generated aura of faith. The Warpaint also grants a potent magical forcefield. Additional Factors: -Savage Orc tribes tend to have more Shamans then other tribes. -Frenzy: Before battle Savage Orcs drum and chant themselves into a bloodthirsty rage. Goblin Warrior Mobility: 4 Training: 3-4 Max Range: Bow Preferred Range: Sneak Attack! Goblins vary widely in size and habit, but all are mean-spirited and wicked. They are scrawny and gangly with clutching fingers; the perfect sneak-thieves. With their shifty eyes and whipped-dog demeanor, most gobbos act like the guilt party, even when they're innocent, largely because they spend a goodly portion of every day committing malicious acts, with any remaining time spent denying it or trying to sneak off. As a result, a Goblin's life is fraught with danger. Their grasping nature and penchant for thievery means scraps break out within their own mobs frequently. It is dangerous to turn your back on your comrades, as backstabbing is rife within a Goblin camp. If that isn't enough to contend with, Orcs frequently kick gobbos simply to show off who is bigger. Hungry Orcs are even worse, certainly not being above having a few Goblins to 'tide 'em over' between meals. Despite all this, Goblins are ridiculously prolific and thus accept the steady loss of their fellows' lives as a given - so long as it's 'da uvver guy'. Goblins gather in great masses under the tyranny of an Orc leader or in widely varying tribes of their own. Regardless of whether a Goblin is a lackey under the heel of a domineering Orc, or the member of a distinct tribe, Goblins make for lackluster troops. They can defeat an enemy through weight of numbers, especially if they can attack from a flank or even better from behind. Goblins prefer to attack defenseless foes and shooting arrows from a distance is likewise popular. Offense: Short Swords and daggers, but they prefer bows and attacking from a distance or else flanking or surprise attacks. Defense: Scrap they've beaten into form, or things they've stolen to serve as armor. If they're not using bows, they've got a wooden shield. Special: Variant: Nasty Skulkers: Some Goblins excel at darting forward and stabbing at an enemy's soft spots before slinking away. It is almost magical the way they seem to pop out of nowhere - striking from between a comrade's legs or leaping out of the shadows. Such devious gobbos are known as Nasy Skulkers and are generally thought to be 'a bad piece o' work' even by shifty Goblin standards. Once a Nasty Skulker has latched onto an enemy unit, he will plague it, slitting throats and jabbing groins until he is found out and stomped to death. Additional Factors: -Goblins are the cleverest of greenskins and are the primary builders among their kind. From the construction of crude engines of war to the rickety watchtowers that guard encampments, Goblins provide the know-how, if not always the brute labor. It was Goblins that learned to stitch beast hides into wings, make wheels for chariots and other dead-useful things. -When it comes to discovering underhanded advantages, Goblins are always seeking some new kind of dirty trick, be it a chance to sneak attack a foe, or gang up on a crippled enemy. -Goblins hate Snotlings. -Goblins are afraid of elves: All Goblins dislike fighting elves of any kind. Elves are haughty, unnatural and 'stink funny', which is more than enough to unnerve such a cowardly race. Night Goblins Mobility: 4 Training: 3-4 Max Range: Bow & Arrows Preferred Range: Picking on a weakened enemy that can't fight back. Long ago many Goblins took up abode in the caves beneath the Worlds Edge Mountains. Over the centuries those that survived became distinct in type and are now known by the name men have given them: the Night Goblins. Night Goblins are well suited to their subterranean existence. They range in size, but many are on the stunted side, which better enables the spiteful creatures to move quickly through the tight cavernways below the ground. Night Goblins are easily marked out from other greenskins as they wear long, dark and hooded cloaks, in part to blend in with the poorly lit tunnels, but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, Night Goblins only leave their underground lairs at night or when the sun is shrouded by cloud or gloomspell. When they do emerge, Night Goblins launch deadly raids, ambush travelers in mountain passes, and commit countless other malicious deeds. They are particular enemies of the Dwarfs, and the two races share a long history of bitter battles on the mountains peaks and below ground. When a leader arises who is sneaky and brutal enough to focus the boundless energy and spite of the Night Goblins, he can wield their numbers as a formidable (if unstable) army. When the underground tribes are called to battle, the mountains seem riddled with holes, each issuing forth a steady procession of cackling, black-hooded creatures. Horrible high-pitched shrieking issues forth from the caves, as does the unpleasant smell of fungus-beer and moldy rot. The army clusters in the shadows, gathering in mobs beneath their tribal banners. Should the moon emerge to light the vales, it would reveal a nightmare - a teeming mass of Night Goblins. While individually puny, Night Goblins rely on numbers rather than quality. Archer mobs can release a dark cloud of arrows while other units present a spiky forest of cruel-tipped spears. They shriek and howl, eager to jab the enemy (especially if he can't fight back!). Once summoned out of their caves, Night Goblins launch such merciless attacks that all who live within sight of the Worlds Edge Mountains have learned to dread them. Offense: Short bows and Spears. Some carry nets. Defense: None Additional Factors: -Fear Elves (See Goblin Warrior), Hate Dwarfs -While not necessarily nocturnal, Night Goblins hate the sun, and prefer to move about in the shadows or the dark of night. They can move in the day if they have to, but they'll need their cloaks to shield them from the hated light. -In the moist darkness of their subterranean lairs, the Night Goblins are inundated by all manner of molds and mushrooms. Many kinds of toadstools are grown for a variety of uses. Fungus is consumed, mixed in potions, used to fuel glow-lights and used as bait to attract the unusual creatures known as Cave Squigs. -Night Goblins are especially cowardly, even for Goblin-kind. While their mobs might be more likely to run from danger, there are some Night Goblins who overcome their spinelessness through sheer madness. Perhaps it is the lack of sunlight or the proximity of so much dank mold, but Night Goblins produce more bulging-eyed lunatics than all other Goblin tribes combined. -Even among Goblins, Night Goblins are especially cruel. Night Goblin Squig Herds Mobility: 4 (5 for Squig) Training: 3-4 (2 for Squig) Max Range: Melee (Several Meters for Squig) Preferred Range: Behind the Squigs (Biting for Squig) Cave Squigs are found far beneath the Worlds Edge Mountains. They are improbable creatures, part fungus and part flesh with spheroid bodies, beady eyes and gaping maws dominated by row upon row of dagger-like teeth. Night Goblins hunt Cave Squigs for a number of purposes. Squig hide is very useful and Squig meat is considered a delicacy. Some Cave Squigs are captured and reared to become guard creatures or pets to affluent Boss-types (no other could afford to feed such voracious beasts). In times of need, Squigs are driven into battle with devastating effect. Captured Cave Squigs are herded into combat by Night Goblins. Incensed to be out of their protective holes, Squigs become even more ferocious. To ensure the rotund beasts waddle in the correct direction, Night Goblin employ prodders, pitchforks, firebrands and a host of noise-making devices such as squigpipes, gongs, or skrittle-barkers. This array of stabs, bright lights, and clanging keeps the Squigs moving in the right direction, and also keeps them incredibly angry. With their iron-breaking bite, Cave Squigs can do major damage, and after all that irritating poking, they are more than ready to do so. The Night Goblins chip in by stabbing over the top of the bounding beasts where they can. Offense: The Night Goblin herder has a pointy stick to drive the Squig in the desired direction, and a large club for defense (either from enemies or a rampaging Squig). They also have nets to entangle prey or fleeing Squigs. The Squigs have a mouth full of teeth, and a bite powerful enough to pierce plate armor. Defense: Night Goblins have black robes, and Squigs have thick, rubbery muscles. Additional Factors: -Cave Squigs are attracted to the pungent smell of fungi, as it is their primary food source. -Cave Squigs have evolved to specialize in cave fighting. -When all goes well, a Night Goblin Squig Herd can chomp through any opposition. When it goes wrong, like when all the Night Goblin Herders are slain, the remaining Cave Squigs quickly disperse. Driven mad by noise and prodding, Cave Squigs are eager to scatter in all directions, snapping at anything in their way, including other mobs on their own side. Night Goblins, being a bit deranged, don't seem to mind such a risk - as long as it is somebody else being bitten in two by suddenly rampaging, wild Cave Squigs. -The Night Goblin herders hate Dwarfs, and fear Elves. -Squigs cannot be intimidated or scared off by magic or other psychological tactics. -Obnoxious: Most units outside the herders will do their best to avoid being near the Squigs. Snotlings Mobility: 4 Training: 0-1 Max Range: Thrown rocks Preferred Range: In sight of other greenskins "If I find out 'oo ate me favorite snottie then there is goon be sum trouble. I wuz savin' 'im, I wuz. Ded clever lil' feller - he could fatchit right quick. 'Course, it wuz never wot I asked fer, but yer could see he wuz eager. Poor lil' feller." -Orc Warlord Grizgutz Badax. Snotlings are the smallest of the green-skinned races. They possess pea-sized brains and behave very much like extremely enthusiastic and uncontrollable puppies. Snotlings infest Orc and Goblin settlements, scavenging the rubbish piles and stealing whatever they get their grubby little green hands on. Snotlings often nab unwanted cast-offs, bits of scrap or well-gnawed bones and they joyfully scamper off to hide such treasures in some secret nook. When Orcs and Goblins march to battle they are often accompanied by a horde of armed Snotlings. There is a broad spectrum of what the little greenies consider weapons, such as small branches, eye-catching mushrooms or bits of bone. Occasionally a Snotling actually acquires a real weapon, most probably a point stick or small dagger. As they frequently scavenge near the greenskin latrines, known as 'da dropz', Snotlings sometimes find and make use of exploding spores. These fungus balls can be thrown a short distance and upon landing will emit a deadly toxic cloud and an extremely terrible smell. Snotlings want to do their part in any battle, but are not very effective. Their enthusiasm is undampened by their catastrophic results. The undersized greenies exhibit extra vigor when fighting where their larger brethren can see them. With such an opportunity to show off Snotlings pour forth a heightened output of attacks, although this still rarely harms a foe. For the most port, Snotlings harmlessly buffet the enemy with pieces of rubbish before begin slaughtered wholesale. That's all right with other greenskins, although the most familiar Orc patrons are saddened by the loss of a favored 'snotty.' Such rare emotion only lasts for a short while, often about as long as it takes an Orc to scratch its unmentionables. By the time the Orcs and Goblins return to their camp, more Snotlings will have sprouted up anyway. They are, if anything a constant nuisance. Offense: See Description Defense: None Additional Factors: -Orcs look upon their smallest cousins with a certain amount of affection, often treating them as wayward and mischievous pets. Some Orcs will even capture a few Snotlings and train them to perform entertaining, if rude, tricks or possibly a few simple tasks. The brightest Snotlings can learn to fetch and carry or do menial duties such as scratching hard-to-reach scabs, but they are no use for real work and only serve to get underfoot when they invariably try to help. -Goblins, on the other hand, despise Snotlings, finding the thieving habits of the little runts get in the way of their own, similar activities. Goblins find it harder to sneak about if they are shadowed by a mob of gleeful Snotlings. Worse yet, the runts have a habit of squealfully pointing out guilty parties, showing off the hiding places of appropriated goods and pantomiming murder scenes. To escape a Goblin's vengeance, Snotlings often run between the legs of a protective Orc, which further infuriates the gobbo! -Snotlings are fascinated by the activities of their larger relatives and are great mimics. Although these actions are inexplicable to their limited understanding, Snotlings will cheerfully imitate what they witness. It is common to see a self-important Orc or Goblin Boss swagger through camp followed closely (but safely out of kicking range) by a tiny Snotling impersonating his walk and every nuance in an exaggerated fashion. This aping behavior can infuriate any greenskin, but especially Black Orcs, who are renowned for their lack of humor. LINEBREAKERS: Orc Boar Boyz Mobility: 5 Training: 5 Max Range: Melee Preferred Range: Melee "'Ere we go, ''ere we go, 'ere we go!" - Orc war chant The war boar is a stubborn and vicious animal that stands nearly as tall as a horse and is considerably bulkier. It is an extremely tough beast that is notoriously bad tempered, loudly flatulent, wholly dangerous and unpredictable. These are just the sort of qualities that Orcs greatly admire, so it was only natural for them to adopt war boars as their mounts. When beasts lower their tusks and charge, the Orc Boar Boyz will crack open an enemy battleline as easily as a well-placed choppa blow can tear apart a foe's rib cage. In battle, mobs of Orc Boar Boyz fulfill the role of heavy cavalry, able to shrug off hails of missile fire and bring home mauling charges. Boar Boyz are a rugged lot, bearing even more scars than their foot-slogging mates. Many of these old wounds are from their life of battle, yet no few come from their own mounts. Boar Boyz take great delight in showing off their impressive injuries. It is said by some Goblins that, with their long tusks and unintelligent but beady eyes, many war boars have grown to look (or even smell) remarkably like their Orc riders. However, this might be an empty compliment intended to curry favor with the powerful and influential Boar Boyz. Offense: The War Boar has their tusks and hooves and their charge can throw a victim many feet into the air. The rider has an axe or a long spear. Defense: War Boars have uncommonly thick hides and are covered in coarse bristles or warty growths. The boyz who ride them have some beat on scrap armor and a wooden shield Additional Factors: -Not every Orc that attempts to ride one of these beasts succeeds. War boars are well known for their violent attacks against any who try to mount them. From a front a boar's tusks can gore, while the rear creature's legs can deliver crippling kicks. While it is impressive how far entrails can be squished outwards by the angry stomping of a boar, it is the creature's thunderous charge that is truly special. The first sign that such a spectacle is about to occur is when the enraged boar retreats a good distance from its stunned victim, turns around and scrapes the ground with its iron-hard hooves. When the war boar lowers its snout and begins to run, even the most raucous Orcs hush in anticipation. It takes some distance to build up speed, but eventually the boar's churning legs get the beast moving at a rate wholly unexpected from such a lumpen mass. The ground shakes with each thumping stride and the impact of the boar charge shatters bones and sends its victims (or at least parts of him) dozens of feet into the air. The constant danger presented by their own mounts ensures that only the most daring Orcs succeed in becoming Boar Boyz. -Boar Boyz love to lord their status over all other greenskins save leaders and Black Orcs. Orc Boar Chariot Mobility: 6 Training: 4 Max Range: Spear Preferred Range: Melee By lashing together roughly hewn logs, Orcs are able to construct formidable chariots. It takes two powerful war boars to pull such a blocky construction and, at first, even the thickly muscled beasts struggle. With some grunting and not just a little straining flatulence, the boars finally get the crude wheels rolling. Once the curbing porcine legs have the chariots rumbling along at full tilt, it becomes an impressive shock weapon, capable of slamming into a foe with the force of a thunderbolt, albeit a hairy and stinky one. If the sheer impact of such a hurtling force does not smash the enemy, there are always the iron-shod wheels with crude blades attached, the gorging tusks of the boars or the spear thrusts of the Orc crew themselves. While not as fast as a wolf-drawn Goblin Chariot, the heavier Orc vehicle hits harder and in return can absorb considerably more punishment than the more flimsy gobbo-crewed devices. Offense: See Description Defense: Heavy Wood and Iron for the chariot, the riders have what Boyz have. Additional Factors: -It's considered very prestigious to ride in a chariot, and more then one brawl has been started over the rights to a chariot. Further, the Orcs who DO ride the chariots tend to be rather insufferable about it, considering themselves above the foot-slogging infantry or even the Boar Boyz (after all, the Boar Boyz are closer to their mounts and are more likely to be gored). They just love showing off their wheels. Savage Orc Boar Boyz Mobility: 5 Training: 5 Max Range: Melee Preferred Range: Melee Boars and Savage Orcs get on well, as they share an identical world-view and remarkably similar personal hygiene habits. Savage Orc Boar Boyz are formidable troops that combine the fury of the Savage Orc with the thumping momentum and huge tusks of a boar. This makes for an especially hard hitting charge that has been known to break through tough opposition or collapse enemy lines altogether. Offense: The powerful charge of their mount, then laying into the enemy with boar tusks and the Orcs own crude axes or flint-tipped spears. In their frenzy some even clutch onto a weapon in each hand, using their legs alone to clutch onto their mounts. Defense: Although they bear no armor, save an occasional hidebound shield, they are remarkably hard to bring down. These nearly bare brutes can ride through clouds of arrows and emerge unscathed (although perhaps much angrier). Even in CQC they can withstand all but the most determined of blows. This is due to the sturdy hides of the Orcs, the thick-muscled, protective mounds of their smelly boar mounts and their own mystical warpaint. Additional Factors: -Savage Orcs rarely keep their war boars in a pen, preferring instead to capture their mounts when needed. Before a battle a Savage Orc will stalk and ambush a boar, headbutting the beast into submission. Once captured, many Savage Orcs adorn their malodorous mounts with good luck charms, use dyes to mark out tribal symbols on the boar's fur, or push bones through the creature's lips, ears and nose. All of this makes the already enraged swine even angrier. When not sought for battle, war boars are left free to forage. For this reason Savage Orc camps are surrounded by free-ranging boars, who hang around due to the piles of food they can snuffle out. This is the way Gork and Mork intended, for those meant to ride to battle will always find, and best, a boar. Goblin Wolf Chariot Mobility: 6 Training: 4 Max Range: Bow Preferred Range: Melee It wasn't long after they first started using giant wolves as cavalry that Goblin armies began to field wolf-drawn chariots. Cobbled together out of crudely hacked wood or scavenged materials and lashed tight with guttering cords, all greenskins hold such rickety constructions in high regard. To be able to rumble across a battlefield mounted atop a chariot is a clear sign of importance. Many tribal chieftains prefer to ride in chariots, trying to outdo their rivals by having the fastest and flashiest contraption. In battle, Goblin Wolf Chariots are steered into the enemy line, ploughing into units and running over them with ironshod wheels. While not as sturdy as the lumbering boar-pulled chariots of the Orcs, the Goblin wolf-drawn chariot has one huge advantage - speed. The giant wolves that pull the chariots are lean, savage beasts, well used to chasing down prey across the empty steppes. When deployed in mobs, chariots are capable of tearing gaping holes in any enemy unit. A tribe able to employ several mobs of Wolf Chariots can form a swift-drawn wedge of devastation capable of sweeping away enemy battlelines in an instant. Fleeing from Goblin Wolf Chariots is one thing, but actually escaping from the fleet-moving battle-carts is anther. When faced with a routing foe, the wolf-drawn chariot comes into its own, the howling beasts straining to mercilessly run down the opposition and feast on their ruined remains. Offense: Wolves have teeth, and the chariots have ironshod wheels to run over enemies. Bigger chariots may have room for an archer or a goblin holding a spear to jab at the enemy. Some have scythe blades on the wheels. Defense: The chariots are made of scavenged materials or wood. Additional Factors: -Fear Elves -Uncommon, usually. Unless the mob is very big, very powerful, very rich, or very good at stealing, most Goblin hordes don't have an abundance of Wolf Chariots. -Goblins love showing off with their chariots. They nail trophies, paint symbols, and tinker endlessly to make their chariot the fastest, flashiest, most fightiest death machine there is. While this does come from a place of tribal pride, there is a practical reason: the flashiest chariots are easier to find and reclaim after it has been stolen by some other thieving tribe! Night Goblin Fanatic Mobility: 4 Training: 2 Max Range: Several Meters Preferred Range: ^^ A Fanatic is a Night Goblin that wields an iron ball so heavy it should be impossible to lift; yet these crazed individuals whaler the weighty orb on the end of a stout chain. The entire gob rotates, spinning the ball and smashing any caught in its deadly arc. What grants the Fanatic such strength is a highly intoxicating brew made from the rare and deadly Mad Cap Mushroom. Once a drought is consumed, a Night Goblin's eyes bulge and his whole body begins to spin. This mad urge to rotate is stifled by the Fanatic's mob-mates, who hold him down until an enemy unit approaches close enough. At this time, the mob hands the Fanatic the end of his chain and chucks him in the right direction. Free at last, the deranged Night Goblin spins crazily. After the initial shove, the Fanatic has no directional control and will recklessly plow through anything, including friendly troops or even his own regiment. Few things can survive the battering a Fanatic can deliver. Eventually, however, a Fanatic will stumble, throttle himself with his chain or simply collapse, dying in a maniacal convulsing fit. Through it all, Fanatics have a crazed, euphoric expression and even in death many a Fanatics bear a self-satisfied and tongue-lolling grin. Offense: See Description Defense: None Additional Factors: -Round and round they go, where they stop, nobody knows! -Fanatics are so crazed they are not affected by attempted mental manipulations. Trolls Mobility: 5 Training: 2 Max Range: Several Meters Preferred Range: Melee Trolls are hulking creatures whose hunched appearance belies their powerful nature. Trolls physically adapt to their environment and, depending on where they live, their skin can be warty, rocky, slimy or scaly. Despite their many physical differences, all Trolls are hideous, slow-witted and eternally hungry. Being dim creatures with indiscriminate appetites means Trolls will eat anything - they prefer flesh and bone, but will eat wood, rocks, or bits of metal. Not surprisingly, the stomach of a Troll contains incredibly powerful digestive juices. This potent bile is highly sought by alchemists, potion-makers and dark sorcerers. Bands of Trolls often latch onto greenskin tribes, attracted by the profusion of carcasses and refuse. Some are even thrown the odd Snotling or captive - the greenskins do this to encourage the Trolls to stick around, for they are handy in a scrap. In combat they will flail about with their mighty fists, or use makeshift weapons to lay waste to just about anything. Trolls also have the disturbing ability to retch up the contents of their stomachs. This noxious attack sends a semi-liquid spray of bile and half-digested bits upon its victim that can melt through armor and sear away flesh and even bone - it is, truly, an ugly way to die. Offense: Claws like sabers with the strength to cut through plate armor, and teeth that can easily chew through flesh, bone, and armor. Some will carry large clubs. They can also vomit acid. Defense: Regeneration: The best known characteristic of Trolls is that their hide is able to regrow almost as quickly as it is damaged. If a Troll's clawed hand is removed, a fresh one will grow form the stump. If a Troll is decapitated, a new head forms on its shoulders. You have to cause a great deal of damage to a Troll to stop it regenerating and even then it might reform the following day. The only thing Trolls cannot endure is fire, so burning a Troll is the one sure way of killing it. Special: Variant: River Trolls: River Trolls live in bogs and along untamed riverbanks. They partially submerge themselves in swamps or brackish ponds in order to sneak up on and ambush their prey. River Trolls are slimy creatures that reek of rotten fish, but they'll leave their dank water holes to follow any greenskins that promise them a chance to gorge their bloated bellies. They can also move through rivers and marshes as easily as most move over dry land. Their bodily stench is so powerful that it can actually be distracting to those fighting it in CQC. Special: Variant: Stone Trolls: Stone Trolls live underground or in mountainous regions. They have rock-hard skin and are naturally resistant to magic. Many Stone Trolls wander the slopes and passes of the Worlds Edge Mountains, where they often fall in with the tribes of Orcs or Night Goblins that are prevalent there. They have a moderate magical resistance. Additional Factors: -Trolls can maul a foe, but are so dumb it is hard to get them to follow orders. Savvy Warbosses know that, without help, the brutes seldom remain focused on the battlefield. Left on their own, Trolls are easily distracted and, instead of attacking, will stoop down to eat the injured or simply stand and drool. Only by barking commands himself, or by tasking a Big Boss to lead the Troll pack, can a greenskin commander come close to relying on the hulking creatures. Even this shepherding isn't foolproof and some Trolls have been known to tune out a Warboss' yelling in order to eat rocks or pull up offending patches of grass. RAPID RELIEF: Goblin Wolf Riders Mobility: 6 Training: 4 Max Range: Bow Preferred Range: Bow "Flank 'em, shoot 'em, hit 'em hard, and then do it again for annuver angle. Of course, if da battle is going bad for one side, I'm gonna keep riddin' and act like wuz never there, so yer'd better stick close!" - Gitilla da Raider's advaice to new rekroots Goblin Wolf Riders are dangerously fast, able to outride all other beasts save perhaps the swift steeds of the Elves. Some Wolf Rider mobs use bows to shower a foe with arrows. They lope into range, unleash a hail of bonfire, and then retreat before a foe can respond. Wold Riders often harass the flanks of oncoming troops but have also been known to charge into smaller (and more vulnerable) units such as war machines or enemy scouts. Other Wolf Rider mobs are more heavily armed and armored and these Goblins will dare to lower their spears and attack larger formations, howling as they crash headlong into enemy troops. However, it is often said that the snarling wolves are more formidable foes than the Goblins who ride atop their backs. More than one Warboss has found out that the 'dog boyz' are not always reliable, finding Wolf Riders sometimes are quick to leave the field of battle as they are to launch an attack. Both Orc and Goblin tribes will commonly recruit a mob or two of Wolf Riders in order to harry the foe or mercilessly chase down any who flee the battle (be they friend or foe!). These speedy patrols often range far out from the main battleline, seeking the enemy, probing for weaknesses, and sniffing out small settlements to pillage and raid. Many a large and successful WAAAGH! has been led on its destructive journey by scouting Wolf Riders. Offense: Bows for distance. Some use spears and charge into the enemy. Wolves have teeth and claws. Defense: Running before the enemy is in range. If the Goblins plan to charge the enemy, they'll wear heavier armor and have a small wooden shield. Special: Mount: Giant Wolf: The giant wolf stands taller than a pony and is a slavering beast with a ravenous appetite. Long ago the predatory packs were so large and formidable that they prowled the lands unchecked, holding back the rising civilizations of mankind for millennia. To this day the mighty wolf packs are still a threat, although entire villages being destroyed in the night is now only common on the edge of the wilds or in the trackless wastes, such as Kislev or the Badlands. Additional Factors: -All Wolf Riders will fight alongside any greenskins, but conversely, they have no qualms about fleeing far afield and leaving their former tribe as the opportunity favors them. Forest Goblin Spider Riders Mobility: 6 Training: 4 Max Range: Bow Preferred Range: Ambush! "They were already over the walls before the guards knew they were there. The town was destroyed and half the population was carried off to the forest… " -Albrecht Heinz, Drakwald Militia The dark forests of the Old World are home to many dangerous creatures, including Beastmen, Jabberslythes and countless other evil-minded things. In these gloomy arboreal regions also dwell the Forest Goblins. These distinctive Goblin tribes decorate themselves with bright feathers, the quills often stuck directly into their skin. Different tribes use various colored feather combinations and bear tribal glyphs on their shields and skin. What is most unusual about Forest Goblins is how they are so intertwined with the spiders that live deep in the woods - they are eaten as food, milled for poisons, kept as pets and even worshiped as gods. In battle Spider Riders act as light cavalry, although the shrewd gobbos always look to maneuver into dense terrain. They know that once ensconced in a copse of trees, the Spider Riders will have cover from an enemies' attacks while being able to quickly launch their own deadly strikes. Some Spider Rider mobs are equipped with bows and these regiments typically slink over obstacles or around an enemy's flanks seeing to pick off vulnerable targets. The most aggressive Spider Riders scurry straight at the foe, relying on their spears and the venomous bites of their mounts. When they charge, the Forest Goblins are well known for screaming out of their horrible, high-pitched and undulating battle cries. Offense: Bows and Spears Defense: Leather and Feather armor, sometimes with wooden shields Special: Mount: Giant Spiders: The giant spider breed grows large enough to serve as mounts for Forest Goblins, who capture and hand-rear these scuttling nightmares. There are many sub-types of giant spider, such as Tilean Greybacks, Drakwald Manchatchers, and the Scarlet Deathheads of the Great Forest, to name just a few. All are poisonous and have steely, pincer-like mandibles that can punch through platemail to deliver a toxic bite. While not as fast as wolves or horses, these spiders can move at speed through the most dense patches of woods. Additional Factors: -Fear of Elves (Goblins, not spiders) -Forest Goblin Spider Riders have become masters at stalking their prey, nimbly guiding their multi-legged beasts to scuttle across the treetop canopy in order to get into ideal position before pouncing. Spider Rider mobs are known to ambush Empire patrols, eradicate Beastmen herds or even attack large monsters that encroach into their territory. -The spiders can easily crawl over walls and other obstacles. They can also squeeze through tight spaces. -The war cry of Forest Goblins can be quite unnerving to some. Night Goblin Squig Hoppers Mobility: 5-6 Training: 2 Max Range: Several Meters Preferred Range: Biting Once, in a reckless mood, a Squig Herder dared to leap upon the back of one of his catches. Driven to new heights of rage by the unexpected rider, the Cave Squig responded by a bouncing with unflagging enthusiasm. The rider flailed about, screaming in a high-pitched manner, while desperately holding on. This provided great entertainment and the remaining Herders cheered and cackled every time the Squig nearly unseated its unwanted guest. Although the incident ended with both Squig and rider skewered on top of a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the onlookers. Thus the tradition of riding atop Squigs was born and the first mob was Squig Hoppers soon followed. The majority of gobbos that try to ride a Squig end up being eaten. However, enough survive the most Night Goblin tribes can muster a mob or two of these unusual troops. Squig Hoppers are an unpredictable lot, sometimes covering much grounded with great leaping bounces, while at others thumping along sluggishly. The riders try to control their mounts, but simply holding on and coaxing their beasts in a desired direction is as much as most can accomplish. When living balls of muscle, teeth and claws do mange to bounce into an enemy, they deliver quite a blow. Squigs use their gaping maws and prodigious strength to gouge and tear, often biting victims in two. The riders are far too preoccupied with clinging onto their mounts to add their own meager contributions. This doesn't stop some Night Goblins from bringing along clubs or weapons, but these are mere props brandished when bragging about their (mostly fictitious) heroic deeds. Offense: The Squigs are all muscle and teeth, easily able to bite a man in half. The Night Goblin may hold a weapon, but its entirely for show. Sometimes, a Squig will get so much bounce in their springy strides that they become hurtling toothy meteors. The impact they make when they hit the ground is quite impressive. Defense: Thick muscle for the Squig, nothing for the rider Additional Factors: -Hatred of Dwarfs -Are uncharacteristically brave for Goblins, charging into hulking monsters and elite troops with abandon. The reality of the matter is that Squigs are too dumb to know fear, and the riders are too busy holding on to see where what is going on. -Squig Hoppers are held in awe by other Night Goblins. -Squig Hoppers move about to the whims of the angry Squig, with very little control from the rider. SHOCK & AWE: Goblin Rock Lobba Mobility: 3 Training: 3 Max Range: Artillery Preferred Range: ^^ Orcs and Goblin were introduced to catapults, or 'fings wot throw roks," shortly after they encountered the Dwarfs. Greenskins are not technically minded (particularly Orcs), but they have great appreciation for destruction. Even as boulders splattered their forces, Orcs and Goblins began to wish for some catapults of their own. Since then, the greenskins have built a plethora of what they generally refer to as "lobbers." These are deployed singly or in batteries to soften up enemy formations, smash defensive portions, or to toss those that offend the Warboss very, very far. A great shot, one that pulverizes a large amount of the foe or sends body pieces flying particularly high, always raises a rowdy cheer! Offense: Rocks! Defense: Wood, and defended by Goblins and one elderly Orc warrior. Special: Bullies: Rock Lobbers are generally made and crewed by Goblins, often under the command of an Orc Warboss. Being lazy, Goblins rarely finish what they start, so canny Warbosses provide an Orc overseer to see the work gets completed. These Orcs, known as Bullies, are irascible, infirm, and often incontinent old warriors that boss the war machine's crew around. This is a comfortable position for an Orc, as it allows him to crack the whip with authority without doing any of the actual work. The looming presence of a gnarled and muscular Orc helps keep discipline among the crew, as Goblins by themselves are likely to abandon their machines should the enemy get too close. Bullies have proven so effective that even Goblin Warbosses sometimes seek them out to ensure their Rock Lobbers remain steady and focused. Additional Factors: -The Goblin crew fear elves. -If the Bully dies, the Goblins may take this as a sign to flee, abandoning their machine. ================= Goblin Spear Chukka Mobility: 3 Training: 3 Max Range: Artillery Preferred Range: ^^ The opportunity to spear large monsters from a distance or to skewer several man-sized creatures in a single shot appeals greatly to the violent and bloody nature of any greenskin. The bolt thrower, or Spear Chukka as it is termed by Orcs and Goblins, is a device commonly found in greenskin armies. Working along the same lines as a giant crossbow, the device fires a single spear-sized bolt at a high velocity. A well-placed shot can bring down a row of oncoming infantry, penetrating the armor of a steel-encased knight or even slay an Ogre with a single shot, which is no easy feat given their considerable girth! Made from wood, scrap metal, or even the bones of enormous creatures, Spear Chukkas are easy to build, transport and maintain, making them popular war machines with all types of Warbosses. When working bits break, as is common with such dubiously made contraptions, it is easy enough to lash it back together. Spear Chukkas can be found not just in the battlelines supporting advancing troops, but also atop watchtowers, mounted aboard rickety greenskin-made ships, perched atop siege towers, bolted onto mobile caravans of the Shiftygobs and other, even less successful adaptations. Every so often a bright young gob will attempt to strap a firing platform and some spear Chukka atop a Giant, but such experiments fail as soon as the towering lummox breaks off a piece of the war machine to use a backscratcher. Offense: See Description Defense: See Description Special: Bully: See Rock Lobba Additional Factors: -See Rock Lobba -Slipshot: Goblin Spear Chukkas are notoriously unreliable and prone to misfire. When this happens, anything from a minor mechanical malfunction to total collapse and death of crew could happen. Goblin Doom Diver Mobility: 2 (Catapult), 7 (Doom Diver) Training: 3 Max Range: Artillery + Preferred Range: ^^ First developed as a means for nomadic Goblin tribes to scout surrounding areas, the Doom Diver Catapult has become a dreaded weapon of war. The device, a small but powerful catapult powered by a huge stretchy sinew (often cured Troll intestines), lobs Goblins high into the air. The aerial Goblins are known as Doom Divers, or occasionally 'Bat-Winged Loones'. The height the Doom Diver can reach is largely dependent upon the quality of his hand-stitched leather wings and, perhaps even more importantly, how far back his crew can pull him on the sinew. It has been known for over zealous types to pull the entire device from its mounts - but more often than not the Doom Diver is stretched back to the limits of the crew's strength and let go with a loud TWANG! Ripping skywards like a bullet, the Doom Diver reaches cloud level before beginning his dive. Using his wings, the gobbo spirals and guides himself toward the chosen target. As the downward descent gains speed, most Goblins emit a high-pitched scream that grows louder and more irritating as it plummets earthwards. With worrying rapidity, the black speck in the sky expands into the plunging Doom Diver. When the Goblin finally impacts, the greenskin himself might splatter altogether or, if he has effectively applied his wings as brakes and is a bit lucky, he might bounce. Either way a Doom Diver is likely to cause considerable damage to any foe he lands upon. As Goblins have a remarkable tendency to bounce upon impact, casualties among the Doom Divers are less than one might reasonably expect. There are many unfortunates, though, whose diving career ends with a wet splatter. It is a sad way for a Goblin to go, but it is infinitely better than being eaten by a peckish Troll, and so there is no end of willing volunteers eagerly awaiting a chance for airborne glory. Offense: See Description Defense: Wood and Troll intestine Additional Factors: Arachnarok Spider Mobility: 6 Training: 3 (Spider), 4 (Goblin Warriors), 7 (Goblin Shaman) Max Range: Artillery Preferred Range: Biting Of the many spiders that infest the wild woods, the colossal Arachnarok Spider is the largest. It is a nigh-unstoppable predator bigger than an Empire townhouse. In the depths of the forest where the light of the sun never penetrates, the gargantuan eight-legged monstrosity stalks and entraps whole Beastmen herds as well as larger prey such as Giants or Cygors. After incapacitating larger creatures with flesh-dissolving venom, an Arachnarok Spider will drink up the liquefied innards of its paralyzed, but still living quarry. Man-sized victims are wrapped into web-casings by the hundreds. So potent is the poison in the Arachnarok's web that a few hours entwined in its sticky mass will reduce a man into a jelly-like morsel of putrefied flesh, a protein-rich puddle ready to be consumed. Arachnarok Spiders have been known to ensnare the entire population of villages foolish enough to build near its darksome abode. Despite its bulk, the great beast can work noiselessly to encircle a hamlet within webs thicker than an Orc's arms. None can escape. Then, leisurely, the creature will feast. Since Goblins first entered the primeval woods, they have been prey to the spiders that dwelt within the arboreal confines. The goblinoids adapted their customs to the woodland environment, becoming the precursors of the Forest Goblin tribes known today. They soon found that packs of giant spiders could be defeated and, over time, could even serve as mounts. The larger Gigantic Spiders could be fended off and, if their broodlings were captured, those could be hand-fed and turned into great steeds for powerful leaders. However, no tribe could stem the onslaught of the Arachnarok Spider. Luckily, these titanic beasts were rare, as their appearance spelt a horrible end for an entire tribe or, at best, a rapid move of camp with many a fearful backwards look. The Goblins reasoned that since the powerful arachnids could not be defeated, perhaps they could be appeased. Eight-legged totems festooned with webbed skulls began to appear alongside idols of Gork and Mork. The Forest Goblin Shamans, having recently discovered the hallucinogenic venom of the tinier spiders, talked about the many faceted eyes of the Feaster from Beyond. With tongues swollen purple from the bites of tiny mouth-mites, the Shamans turned to worshiping the Spider-god. The tribes followed their Shamans in supplicating themselves, and the Spider-kult was born. Although Gork and Mork were not forsaken, in the black thickets of the endless forest the Spider-god soon ruled supreme. Forest Goblin Shamans led gruesome rituals, and the tribes offered elaborate sacrifices. Who knows what thoughts, if any, occur behind the multiple eyes of an Arachnarok Spider, but the eight-legged behemoths did not attack Forest Goblin camps surrounded by Spider-totems. Some crept to the edge of the fire-lit clearings to watch the tribes weave the spider-dance and offer gifts of war blood to the insatiably hungry Kings of Spiders. Emboldened, some Shamans dared approach their living idols. Many tried to communicate and were summarily eaten, until finally the mystical properties of the small Purple Skullback spiders were discovered. By chewing on enough of the bulbous, plum-colored savories, a Shaman either died a twitching and horrible death or entered such a state of shock that new vistas and mindpaths into the Great Beyond were opened. The convulsive rhythms of a mind-numbed Forest Goblin Shaman will entrance an Arachnarok. The great spider will sway back and forth on hunched legs, the image of the tiny twitching gobbo reflected in the black orbs of its many eyes. Under the hypnotic spell, the Shamans discovered they could communicate in simple terms with an Arachnarok. The ravenous depredations of the Arachnarok were ended and Forest Goblin Shamans learned that, with enough bribes of fresh blood, they could call out such a beast. Instead of fleeing from the deepwood behemoths, Forest Goblin tribes began to purposefully seek out and encamp near an Arachnarok's lair. There the tribe proffered the beast sacrifices and used Shamans to coax the enormous spiders out should a formidable enemy draw near. The worshiped spiders grew even more bloated due to the non-stop supply of blood-rich offerings. Many spiders began to remain in their darksome holes as still-screaming food was thrown into their pits. Over long periods of time some Arachnarok Spiders no longer needed the shamanistic rituals, having grown tolerant of the Forest Goblins. They even allowed them to scurry about their hulking bodies, treating the Goblins as if they were young broodlings that needed to be carried upon their spiny backs. Great stick-howdahs were created atop the beasts using green saplings and copious spider-silk rope to build battlements and platforms from which to shoot. Over the centuries many Arachnarok Spiders have become satisfied with their life of luxury, keeping their bulk hidden underground upon a nestbed of their victims' remains and their own foul wastes. Such noisome dens house veritable mountains of bones and dried husks. To Forest Goblins, these pits are the most holy sites of the Spider-kult. When the needs of such an ancient monstrosity are required, the Great Shaman moans and convulses in a summoning ritual. First to emerge from the dark hole are the spider's front legs, which it uses to pull the rest of its bloated and nightmarish immensity out of its loathsome lair. Bedecked with shanty towers, altars to the Spider-god or even crude catapults, the Arachnarok Spider lurches forward to war, to once again terrorize the surface world. Offense: The Arachnarok Spider's poison is powerful enough to melt through the flesh of even giant monsters. It can pierce them with its sharp legs, step on them, crush them with its bulk, or bind them with webs that will slowly dissolve their flesh and are capable of binding even a rampaging giant. If there is a goblin crew on its back, they likely have bows or throwing spears. Defense: The Arachnarok Spider is protected by a thick, chitinous hide, allowing it to take a cannonball with minimal damage. The goblin crew have feathers and wood. Special: Upgrades: -Flingers: A stone thrower attached to the Arachnarok Spider's back. -Catchweb Spidershrine: A shrine to the Forest Goblin Spider-god, a Goblin Great Shaman mounted on the Arachnarok Spider's back with this shrine will have total mastery of the Little WAAAGH! lore. In addition, he and any other friendly wizard within 200 meters of the Arachnarok Spider will have an easier time channeling magic. Both the Shaman and the Arachnarok Spider gain a minor magical barrier. Additional Factors: -You cannot intimidate the Arachnarok Spider. -Despite their large size, Arachnarok Spiders can crawl over walls and obstacles. They can also move silently, and are masters of ambush tactics. -Rare ================= Mangler Squigs Mobility: 6 Training: 2 Max Range: Several Meters Preferred Range: Melee Other greenskins claim that living underground has driven Night Goblins mad, and it might be true. One thing is for certain - only the unhinged would try to catch a Great Cave Squig, and only absolute maniacs with little regard for life would dare chain together two Great Cave Squigs and then prod them towards the enemy. Known as Mangler Squigs or occasionally Chain-Squigs or Great Squig Knockers, these bounding balls of destruction can tear apart a battleline with brutal savagery. Alternately pulling, yanking, and dragging each other along, the two fettered Great Squigs hurtle forwards. There is a token attempt by the Night Goblins to steer the Mangler Squigs by chaining a few foolish volunteers directly onto the furious beasts. This crew, if they can be called that, preserve some notion of goading the rolling monstrosities in a direction, however this fades the moment the creatures first move, and is altogether gone by the time they hit anything. The chained Giant Squigs produce an impact that is nothing short of spectacular. The ideal end result, at least from a Night Goblin's perspective, is that the Mangler Squigs enrage each other, whirling themselves into a tumbling motion. The beasts build a wild, unstoppable momentum of pure aggression, swirling chain and snapping teeth. Should the Mangler Squigs hit a unit, they earn their name, sending severed body parts and splashes of gore skyward, to the delight of any onlooking Night Goblins. Offense: Teeth that can easily chew through armor, their chain can entangle or bowl people over. They can crush units by jumping on them. Defense: Thick Skin and their erratic behavior makes them hard to target with ranged weapons. Additional Factors: -Mangler Squigs will attack anything even remotely close to them, friend or foe. Thus, they are usually deployed far away from the rest of the army. -Mangler Squigs are basically uncontrollable by their Night Goblin crew, so their movement in battle is totally random. -It's possible that in their wild charges and killing sprees that the Mangler Squigs will end up killing themselves. They might choke each other to death on the chain, tear each other apart, or slam into each other so much they are literally mashed to death. -Mangler Squigs pay almost no attention to their surroundings, and are thus immune to attempts to trick them with psychology or magic. The Ironbreakers formed a living wall across the passageway, their backs against the last gateway protecting the hold above. The Night Goblins had tried for days to breach this tunnel, but the Dwarfs had held firm, their nigh-impenetrable armor blocking the feeble strikes of the greenskins, while their own axes claimed the lives of many foul Grobi. The Dwarfs were tired, but unyielding. They had fought the Night Goblins enough to not trust this lull in the fighting, suspecting some new trickery. Sounds could be heard on the other side of the mound of Goblin corpses that blocked the tunnel and soon two immense Squig-beasts emerged over the pile. The creatures snorted with rage as they were prodded down the passageway. When the Squigs caught Dwarf-scent at the end of the hallway, no further goading was needed and they bounded forward. The beasts were chained together, and they stumbled over each other, crashing against the narrow confines. Yet for all their commotion, the tumbling did not slow their pace, but accelerated it to a breakneck speed. Each snarling beast whipped the other around in a dizzying whirl until all that could be seen were flashes of teeth, swirling chain, or a semi-pulped Night Goblin who was tied onto one of the Squigs. The Dwarfs raised their shields against the living thunderbolt, but to no avail - the rotating Squigs scattered the Dwarfs like skittles and smashed straight into the gate beyond with a resounding clang. Although a few of the severed limbs still twitched, not a thing was still alive. The pathway to the Dwarfhold was open and the Night Goblin assault began in earnest. Snotling Pump Wagon Mobility: 5 Training: 1-2 Max Range: Thrown Spores Preferred Range: *CRASH*CRUNCH* The Snotling Pump Wagon is a wooden fighting platform on wheels. Like a chariot, a Pump Wagon hurtles towards the foe to run them over. However, the Pump Wagon rumbles under its own power, with momentum provided by Snotlings, who frantically pump crude contraptions and cranks to drive the belts that turn the wheels. With spikes, or sometimes a heavy roller fitted to the front, the Pump Wagon crushes any foes (or crew) that fall before it. The crudely constructed war machine is built and crewed by Snotlings. This is surprising, as Snotlings barely know how to use tools, and are extremely dim - often struggling to even pick their own noses. How it is that Snotlings become possessed of enough know-how to construct a formidable killing device like the Pump Wagon should be considered one of the great green wonders of the world. Or at least it would be if greenskins cared about such things; but they don't. Snotlings buzz with strange purpose when WAAAGH! energy is in the air. They instinctively gather materials, heaping all manner of junk in a pile. When the rubbish mound is large enough they begin to build. The Snotlings work without language or plans. Many small green hands lash wooden beams together. In unison they pound broken blades into a log to make the formidable spiky roller. Crude wheels are built or scavenged. With such an anarchic building process, it is never quite known what the Snotling-built device will look like. Whether it is a shanty hut on wheels, a great teetering tower, or a mere wooden frame with planks for the crew to walk on, it still crashes into the foe with the same devastating and bone-breaking crunch! Offense: In its base mode its a pile of wood on wheels that is driven into battle to roll over the enemy. It is crewed by Snotlings. The Snotlings on it carry exploding spores, which they can hurl at the enemy from atop their wagon. Defense: Made of wood Special: Upgrades: No two Pump Wagons are exactly alike, and its possible for a Pump Wagon to show up with any of the following: -Spikey Roller: The Pump Wagon is fitted with a roller studded with sharp spikes. -Out Rigga: The Pump Wagon is fitted with a makeshift sail. This makes it faster but more difficult to control. -Flappas: Crude wings, attached to the side of the Pump Wagon, and flapped up and down by the actions of the crew. This allows the Pump Wagon to make short jumps as it bounces along, in order to avoid dangerous obstacles. -Giant Explodin' Spores: Sometimes Snotlings attach really big exploding' spores to the front of their Wagon, which burst when the Pump Wagon hits anything. Additional Factors: -See Snotlings -Pump Harder Ladz! : Snotlings can force the Pump Wagon to move even faster by pumping harder, making it hit with greater force. -Hard to Control: The exhilaration of battle can cause Snotlings to lose control. This can cause them veer drastically off course, sometimes into their own side, sometimes into an immovable obstacle. Giants Mobility: 4 Training: 4 Max Range: Artillery Preferred Range: Melee Descendants of the long-forgotten Sky-Titans, Giants are large, lumbering brutes that bestride the world seeking battle and food (the one leading to the other in a Giant's mind). Giants can now be found almost everywhere, though they are (thankfully) rare. Giants often settle for a time before moving on, leaving behind ravaged countryside and flattened villages. They live solitary lives, but some of the hulking behemoths are coaxed to join in Orc & Goblin army. Rival tribes will often fight over a Giant, with the big lummox winning, as he eats the casualties from both sides. To most greenskins, a Giant is a bellowing, cursing display of raw might, ruthless aggression and really large stumpy feet - all things that make Orcs and Goblins break out into raucous cheering. There are few sights more inspiring than watching one of "da big fellas" dispense huge portions of violence upon an enemy and stomping them into paste. Some even earn a degree of fame and notoriety, such as "Little Gork", so named because he was once hit in the face by a stone from a Grudge Thrower and has since believed himself to be Gork, painting himself green before each battle for effect. For their part, Giants are happy to join in any army of greenskins, as it significantly increases their changes of eating regularly and getting their hands on strong liquor. Amid the endless battles, if an odd handful or two Goblins happens to get scoffed along the way, no one seems to mind - it's just considered part of the rough and tumble of greenskin life. Offense: The club is the Giant's go to weapon, but they can also stomp on, jump on, punch, pick up and throw (inanimate or animate) or pick up and eat (mostly animate, unless really drunk). Through it all the giants will yell and bawl, which is unpleasant for everyone, as they are both deafeningly loud, and have terrible oral hygiene. Defense: Sheer size mostly, though some may have scavenged bits of armor. Additional Factors: -Giants are ungainly and clumsy at the best of times, and this is not helped by their love of the drink. Thus, they have a tendency to trip over their own feet and fall over. This is especially problematic if you're the guy they're falling on. Great Cave Squigs Mobility: 5 Training: 6 (Rider) 3 Max Range: Long Bounds Preferred Range: Biting Only the most fungus-covered Night Goblin lairs attract the Great Cave Squig - an even larger and more ferocious version of the Cave Squig. The fangs of these beasts are as long as swords and they will snap at anything that moves in front of them. Their hides are tough and leathery and their small eyes gleam with a mad fury. As one might expect, these powerful Squigs are greatly prized, although it takes an equally crazed Night Goblin to hang onto such a hard-bounding creature. As Great Cave Squigs are ridiculously dangerous to capture, to ride one into battle is quite an achievement for a Night Goblin Big Boss or Warboss. The process of breaking in a Great Cave Squig costs many Night Goblin lives, but once the beast learns to accept a rider, they serve as more stable mounts than smaller Squigs. This allows a rider a free hand to fight in close quarters, instead of just hanging on for dear life. When grouped with Squig Hoppers, Great Cave Squigs lead the pack. Although they are costly, eating over twice their own body weight daily (ideally in Dwarfs or the the right kind of mushrooms), Great Cave Squigs are still the preferred mount for any right-thinking (and insanely daring) Night Goblin. Offense: A mouth full of sword sized teeth. It can also crush people with sheer weight by bouncing on them. Defense: Thick, rubbery flesh. Special: Variant: Titanic Squig The Titanic Squig are among the largest Squig breeds to ever walk this earth, growing to such a monstrous physique that it can rival the size of a small Imperial warship. These legendary creatures have been known to live within the deepest darkest depths of the Vaults and the Grey Mountains of the west. A monster with an insatiable appetite, these massive Squigs are in essence no more than an impossibly vast fleshy maw studded with row upon row of scimitar-bladed teeth. Prized as the ultimate symbol of power and prestige, only the most powerful of the Night Goblin tribes have been known to lure a Colossal Squig towards the ranks of the enemy. Nearly impossible to direct, let alone train, Night Goblin Shamans must resort to drugged meat, often live and unfortunate Goblin ‘volunteers’ or hugely potent spells to overcome the crude instincts of these behemoths. Once the monster is drugged or under the influence of an impressive spell, these behemoths can literally wreck havoc upon an entire army alone, tearing through the ranks of the enemy as the creature consumes an impossible amount of flesh and metal with each ravenous bite. Additional Factors: -Great Cave Squigs are immune to intimidation. -If there are Squig Hoppers nearby, they will defer to the Great Cave Squigs for leadership and direction. Gigantic Spiders Mobility: 6 Training: 3 (5 for rider) Max Range: Several Meters Preferred Range: Biting The darkest forests of the world are home to the Gigantic Spiders. These venomous creatures grow to an enormous size, sucking the life juices out of prey and leaving behind only skin-husks and bones. A full-grown Gigantic Spider is larger than a troll, and its whole body is protected by chitinous armored plates. All Gigantic Spiders have a poisonous bite that is used to paralyze their prey. Only the most foolhardy would attempt to seek them out, and Forest Goblin Shamans fit right into that lack-of-common sense category. A gifted Shaman, touched by the Spider-god's blessings, will not turn into a lifeless husk, but instead may be rewarded with a clutch of spiderlings. This foul brood, with each spider already the size of a horse's head, can be reared and trained. When fully grown, these Gigantic Spiders are prized as revered mounts for a Goblin tribe's mightiest warriors. Offense: A poisonous bite, they can also spin webs thick enough to hold a rampaging troll in place. The rider usually has a spear or bow, if there is one. Defense: Thick Chitinous skin, feathers and a wooden shield for the rider. Additional Factors: -The sight of a Giant Spider can easily sow fear -Gigantic Spiders, like their smaller kin, can crawl up flat surfaces. -Despite their size, Giant Spiders can move very stealthily, especially in forested areas. Wyverns Mobility: 7 Training: 7 (Rider), 4 (Wyvern) Max Range: Several Meters Preferred Range: Biting At a distance you could mistake a Wyvern for a Dragon, but there is no nobility of spirit in these brutal beasts. Wyverns are cannibalistic predators that are not above eating carrion and this, along with their other filthy habits, ensure Wyverns are among the most foul-smelling creatures imaginable. Wyverns live high in the barren reaches of the World's Edge Mountains, although they often venture far from their bone-filled lairs to devastate Empire towns and farms. When the greenskins see the menacing silhouette of a Wyvern circling high above, they greet it with raucous cheers - another example of the strong imposing their will. No Orc would be so foolish as to try to tame a fully grown Wyvern. However, adventurous Night Goblins raid Wyvern nests to steal eggs, which are traded or subsequently sold to Orcs for a steep price. It is dangerous work to hand-rear a Wyvern to full growth, but they are highly prized mounts for the most powerful Orc Warlords or Great Shamans, who form an unnatural bond with these hideous brutes. Wyverns are voracious beasts that always hunger for fresh meat, and their Orc masters are always willing to throw a few unlucky gobbos into the feeding pit of their lay winged steed. Offense: Large teeth and a massive body that can crush all in its path. It also has long claws, so covered in filth and decay that to be scratched by one is to be poisoned. The Rider can have whatever they want, no one is going to argue with the greenskin sitting on the Wyvern. Defense: Thick Scales and the power of flight, the rider wears heavy armor (if Warboss) or uses magic (if Shaman) Additional Factors: When WAAAGH! Nogdrod descended upon the city of Baltheim, it found the entire Talabecland army arrayed against it. Thousands of soldiers were arrayed in Baltheim's defense, hardy warriors of Talabecland, who stood firm as the WAAAGH! surged forward. So valiant were the men of the Empire that Nogdrod swiftly lost patience with his army's progress. He spurred his wyvern, Snaptooth, forward to the center of the enemy army, where Arch Lector Fedorin marshaled his troops from a War Altar's lofty perch. As the Wyvern's shadow fell over him, the Arch Lector smote his staff upon the ground and a bolt of holy soulfire leapt forth, charring the creature's scaly hide. Dull-witted though Snaptooth was, he knew pain well enough and fled into the lightning-flecked skies - carrying an unwilling Warboss with him. The greenskins, their enthusiasm for the fight subdued by their Warboss' seeming retreat, lost all heart as the Talabeclanders surged forward. The Goblins routed first, to the usual Orcish jeers, but then the Orcs swiftly decided that, for once, the gobbos had the right of it and so began to retreat themselves. Seeing victory in his grasp, Fedorin roused the men of Talabecland to fresh deeds. He called upon Sigmar, upon duty to the Emperor, land and lord. Ten thousand soldiers cheered their reply in once voice, and carried their swords, and spears forward onto the greenskins. Unfortunately for Fedorin, this was the precise moment at which Nogdrod, having finally regained control of his unruly steed, reentered the battle. Bellowing wildly, Warboss and Wyvern burst through the encircling stormclouds like a mucky emerald thunderbolt and slammed into the War Altar with a deafening thud; timbers splintered, iron buckled, and the War Altar exploded in a shower of debris. In the wake of the battle, his aides were to diligently search the crater, but all they would find of their fallen master was a single finger bearing his ring of office. For their part, Warboss and Wyvern had indeed survived, thanks mostly to a pair of thick skulls, and they rose roaring from the wreckage. Nogdrod's victorious cry was answered from every corner of the battlefield, as his boyz took heart from their boss' deeds. Where the horde had been in full retreat it now surged forward once again. The Talabecland forces, who had thought the battle done and the pursuit begun, were caught completely wrong-footed. In moments, what had been a proud-arrayed army of the Empire was reduced to scattered islands of desperate warriors huddled around their regimental colors, calling on their last dregs of courage to stave off a sea of greenskins. All to no avail. ================= Rogue Idols of Gork (Or Mork!) Mobility: 3 Training: 4 Max Range: Melee Preferred Range: Melee "By order of Theodemar Untrich, General of the armies of Wissenland, All Imperial soldiers are to consider it their solemn duty not only to slaughter the Orc when encountered, but also to topple all Orcish statuary, lest we leave a worse threat behind us. Any soldiers found in violation of this order will be executed." - Standing Order of the Army of Wissenland whilst campaigning in the Black Tire Pass Crushing armored knights, city walls, and just about anything else that gets in their way with their brutal fists, Rogue Idols of Gork are the living embodiment of the spirit of the WAAAGH!, gigantic stone and scrap effigies built in the shape of the greenskin gods and animated with their arcane power. Arrows and broadswords break and shatter on their rock bodies as they smash a brutal path of destruction through an army, near impervious to the blows being rained upon them, lacking muscle and sinew to damage or blood to spill. Crudely fashioned from heaped stones and battlefield debris, they are unmentionably fetid and daubed with obscene glyphs and slogans. Some are no taller than a chapel door, the Orcs being too eager to fight to devote much time to building them, but when enough greenskin tribes gather to create a WAAAGH!, as the mightiest of the Orc armies are known, the idols can grow to immense proportions as if one of the greenskin gods themselves has come to watch the carnage their boyz are about to unleash. In war Rogue Idols of Gork loom over almost everything, striding implacably forwards with limbs the size of tree trunks and a malevolent grin on their leering faces. Needing neither food nor rest they do not tire but just carry on, fighting first one unit and then stomping off to smash apart the next one, and then the next one, and so on until the army is either utterly destroyed or its warriors have fled. Such is the erratic nature of these monsters and the fickle power that animates them, that although created by the power of the Orc Shamans their control over them is tenuous at best, and they often rampage where they will, collapsing when the magic that animates them wanes, only to reassemble themselves again as the winds of magic gather once more to storm force, sometimes years or even centuries later. At such times often the only way for a marauding Rogue Idol to be stopped is for a powerful wizard tot bind the creature, but without a battle to unleash its fury upon, his hold upon it is a treacherous one at best. Offense: Great stone limbs can smash or stomp an enemy into a bloody paste. Their charges can smash through fortified walls or knock a giant monster off its feet. Every step it takes shakes the earth. Defense: It's body is made of magically charged rocks. It does not feel pain and it doesn't know fear. It can basically ignore all but the most potent attacks. Additional Factors: -The Rogue Idol is a massive target -The Rogue Idol is driven by a lust for battle, and cannot be scared off with psychological tactics or magic. -Da Big Un: A Rogue Idol of Gork (or possibly Mork!) is the personification of the spirit of the WAAAGH! Imbued with so much potent Orcish power, the rocks and stone, debris and old scrap that makes up a Rogue Idol's body is animated into a bestial likeness of a mighty Orc warrior, both in behavior and savagery. If it possible to charge an enemy, the Rogue Idol will do so. If there is an enemy to stomp, the Rogue Idol will be there. It does not retreat. It does not surrender. It fights until it dies, or it kills every non-Greenskin around it… and then goes to look for something else to fight. SPECIALIST SUPPORT: Orc Warbosses Mobility: Varies Training: 7 Max Range: Varies (Usually Melee) Preferred Range: Melee Orcs are lead by the biggest and brawniest of their kind. These hulking individuals have pummeled their way to the top in a culture where only the strongest survive. Orc leaders do not rise above the knock-down brawls so common among their kind, they thrive on them - at least until they are toppled by a still mightier challenger. Having established dominance over all competitors, Orc leaders take control of a mob or, if they are strong enough, an entire tribe. Any who question the right of the leader to rule must be slain, driven off or spectacularly beaten into submission. Warbosses form a focal point for the greenskin army, as only a tribe's leader can call da WAAAGH!, the deep-throated roar that causes all Orcs to scream at the top of their lungs as they surge towards the foe in a tidal wave of violence and destruction. The best leaders know instinctively when to call for such an ultimate outburst of brutal energy, timing it to ensure the collapse and slaughter of any who dare stand in the way of the greenskin horde. Offense: Whatever weapon they want, with a high chance for a magical one. Defense: Whatever armor they want, with a high chance for a magical set. Special: Mount: Some Warbosses may have a mount, which could be a chariot, a boar, or a wyvern. Special: WAAAGH! : See description Additional Factors: -What's in a Name? : The most powerful leaders are known as Warbosses, though any number of violent activities, major victories or well-known domains are layered into the commander's title, such as Chief Headtaker, Skullkrumpa of da Stunties, or Grand Rula of Spikepeak. Longer titles are favored and the number of bragging rights an Orc Warboss has accumulated can be used to gauge his power level. Such credentials can be slightly exaggerated ('He stacked dead stunts to da sky!') but are never without a basis in fact. Orcs seldom bluff, possibly because they are a bit dim, but more probably because it never occurs to them. They simply don't understand the concept of trying to get someone to back down. Surely the point of such grandiose titles is to draw challenges to you? -Trophies: Backbanners and trophy displays of enemy skulls are not uncommon. Black Orc leaders, being militaristic and dour like all their kind, favor wearing a remarkable set of horns upon their helmets or wielding the largest battle axe imaginable. Savage Orc Warbosses are typically even more overt, often bearing the most impressive warpaint or taking the tribal customs, such as odd body piercings or wearing top-knots, to the most extreme level. Some Warbosses prefer to lead their troops from atop an impressive mount befitting their high status. This could be a chariot, a particularly large and ferocious war boar, or even one of the highly prized serpentine wyverns. -Quell Animosity: Black Orcs do not tolerate unruly behavior, and will bash heads together to restore order in the ranks. Orc Shaman Mobility: 4 Training: 7 Max Range: Battlefield Preferred Range: ^^ An Orc Shaman is a living conduit to Gork and Mork and can wield such arcane might that even the crustiest old Warbosses have to be impressed. The power of a Shaman comes not just from the Winds of Magic, or 'da Great Green' as greenskins know it, but also from the raw energy radiated by their fellow Orcs. As they advance into battle, the WAAAGH! energy rises, allowing a Shaman to focus that force through the power of his mind. What erupts out of the Shaman are spells as brutal as the Orcs themselves. Shamans have been known to cause a foe's brain to burst out his skull, to shoot death beams out of their own beady eyes, or to summon an almighty green foot from the skies to stomp and squish any unfortunate enough to be underneath. By using the awesome powers of greenskin magic to destroy an enemy, Orc Shamans earn the right to their eccentricities. Offense: All Orc Shamans (both normal and Savage) can use spells of da Big WAAAGH! They are also not above hitting things with a big stick. Defense: Magical Barriers. Warpaint (Savages only) Additional Factors: -A Bit Weird: While an Orc Shaman may be powerful, he is also quite strange. It is as if being so close to the powers of the greenskin gods is enough to unhinge a Shaman's mind. Thus, they are prone to trances and sudden spasms of fitful dancing. This is both embarrassing and annoying to their fellow Orcs, and many (Black Orcs especially) go to great lengths to ignore them, or refuse to acknowledge the Shaman's presence altogether. However, they dare not strike the Shaman, as it is believed to be bad luck (Gork and Mork might be watching after all). -Tolerance: The Superstitious Savage Orcs observe even more rituals and put up with even more bone-rattling, feather-waving dances by their mumbo-jumbo-chanting Shaman. As the Shamans provide them their magical warpaint, such activities are generally accepted. If there is any chance that the magic juju will work, the Savage Orcs will put up with any amount of shamanistic prancing. Slaughter at Grimspike Pass Engorged with magical power, the Shaman gestured and our Longbeards fell. At its beckoning screech, the feet of some foul greenskin god descended, grinding a hundred Ironbreakers to death. With each incantation, the Shaman's power grew until its eyes sparked with hate and malice. Then, with a crash akin to a thousand cannons sounding, the Shaman exploded. The detonation caused the ancient walls of the pass to topple and fall, crushing all beneath them. For ten thousand kindred dead we swear vengeance against Grimspike pass. No peace until the mountain is mined to exhaustion and the rocks of the pass are as dust. -From the Karak Azul Book of Grudges, 2315 Goblin Warboss Mobility:Varies Training: 6 Max Range: Varies Preferred Range: Sneakin' Orcs determine their hierarchy in a simple manner - the biggest and best fighter takes control. Goblins follow a less straightforward path to the top ranks, as they are both more devious and more cowardly than their brutish Orc cousins. Underhanded ploys and strategy are the preferred tactics for goblinoids. Although straight-up fighting is still an option, it is one typically reserved for the desperate. All Goblins use dirty tricks, with the best schemers being the most dangerous of their diminutive kind and the most likely to rise through the ranks. Those Goblins that make it to the very top are known as Warbosses or Warlords. Goblin Warbosses in tribes that comprise both Orcs and Goblins are often subservient to their larger kin, but some have developed a knack for placating their over-sized comrades. The cleverest Goblin Warbosses can manipulate the Orcs to do their bidding. Thus, the Goblin becomes the 'power behind da throne', able to aim the violence of the Orcs in any direction he chooses. While Goblin Warbosses might dream of becoming mighty enough to boss Orcs about with a mere grunt and a scowl, only the infamous Grom the Fat ever grew so powerful that he could actually get away with it. Offense: Whatever weapon they want (or can steal), with a pretty good chance of having a magical one. Defense: See above Special: Mount: May have a wolf, chariot, spider, etc. Additional Factors: -Hatred of Dwarfs (Night Goblins only) -While Goblin Warbosses are not as physically imposing as their Orcish cousins, this doesn't mean they aren't deadly in their own right. Grottnik, the Warboss of the Broken Nose tribe, rose to power in a typical goblinoid fashion - by outfoxing his enemies. While Grottnik did best Orc Warboss Raggat in personal combat to claim the tribe rule, this was largely because the Orc was significantly wobbly from being drugged. This is typical of Goblin cunning; rivals are more likely to encounter mysterious accidents or manipulative assignments that end in death than one-on-one combat for supremacy. Hero for a Day Despite his diminutive stature, Goblin Big Boss Snorko the Sneak is fondly remembered by Greenskins everywhere as the hero of the Blood Peak Massacre. Finding himself caught betwixt the duel of Warlord Bludgit the Beater and an Elven Prince upon a Star Dragon, Snorko did as any right-thinking Goblin would do - pulled his spiked helm over his head and cowered. As the mighty dragon inhaled, preparing to unleash a torrent of fire upon the embattled Bludgit, the terrified Snorko was sucked into the Dragon's gullet where, thanks to his spiked helm, he lodged fast. While Bludgit clobbered he Elven rider to death, the Dragon choked on the unfortunate Snorko and died shortly thereafter. Only when the battle was won, and Bludgit's Black Orcs were chopping up the Dragon for eating, was the hapless Goblin discovered. Snorko was pronounced a hero and elevated to the honorary rank of Big Boss in Chief. He did not, however, survive the celebratory beatings. Goblin Shaman Mobility: 4 Training: 7 Max Range: Battlefield Preferred Range: Battlefield A Goblin Shaman's spells are weedy and irritating, but dangerous - just like the Goblins themselves. While Orc Shamans tend to be seen as trance-addled buffoons, Goblin Shamans are cagey and cunning, if no less odd. They often use their magics to barter for tribal influence. Many Goblin Shamans work their way into a top position, either directly advising the Warboss or even taking the command role themselves. Any greenskin that opposes a Goblin Shaman is apt to suffer nasty rashes, mysterious beetle infestations or some other wicked malady. In battle, Goblin Shamans turn their spiteful spells towards slaying, or at least annoying the foe. These spells are more subtle than their larger kin's, but no less effective. When an enemy fails to charge because they have doubled up with itchy hives, or the weapons of the greenskins seem to dart unerringly for weak spots in a foe's armor, it is often due to the magics of a Goblin Shaman. Offense: Goblin Shamans (Whether they be Night Goblin, Forest Goblin or otherwise) use spells from da Little WAAAGH! Defense: Magical Barriers, and being far from danger. Special: Magic Mushrooms (Night Goblins Only): While casting a spell a Night Goblin may eat a Magic Mushroom to increase their casting power. Of course, they must be very careful that the mushroom is not poisonous first… Additional Factors: -Goblins fear elves -Night Goblins hate Dwarfs -Just as Goblins are widely varied, so too are their Shamans. Shamans exemplify the Goblin tribe to which they belong. For instance, the Shamans of the Wolf Riders are a feral lot, draped in skins and laden with wolf skulls. Shamans of the Red Cloud tribe ritually use their magic to turn themselves at least half red depending on the cycle of the moon. Forest Goblin Shamans allow spiders to nest in all the nooks and crannies of their bodies. Night Goblin Shamans are easily recognized by their hoods and are known for being particularly crazed due to eating vast quantities of hallucinogenic mushrooms. HEROES & LEADERS: Grimgor Ironhide Mobility: 4 Training: 9 Max Range: Battlefield (WAAAGH!) Preferred Range: Melee "Everfing I see is mine. All da uvver bits are mine too - I just ain't got there yet. When we reach da end of da whole world, we'll turn around and march back." No one knows much about Grimgor before he staggered out of the Blasted Wastes with the Immortulz, his bloody-minded bodyguard. They were tired and hungry, but they were Black Orcs nonetheless, and particularly hard ones at that. They proceeded to take over one greenskin tribe after another, quickly establishing themselves at the dominant force in the region. Tribes that fought well, like the Skullsplittaz, were allowed to limp off, but most, like the Goblin-dominated Bonepickaz or the Red Spears, were smashed aside or annihilated. Soon the most formidable tribes along both sides of the northerner Worlds Edge Mountains were either following Grimgor or had the fallen before his blood-spattered axe. Even for a Black Orc, Grimgor's thirst for war was exceptional. If a single day went by without a battle, Grimgor was known to start camp-decimating arguments, his one good eye blazing with eagerness to find fault and start a good scrap. Two days without a battle and Grimgor would smite anything he could reach, save (perhaps) his fellow Black Orcs. No one knows for sure what would happen if three days without a battle ever occurred, but even scarred veterans tremble just to think of it. This unquenchable thirst for battle is a sign that marks out a Warboss for leadership, a sign that the Orc is favored by Gork. In a hulking Black Orc with unmatched fighting skills and ferocity, it has marked out Grimgor for greatness; the prophet and harbinger of Gork. Grimgor maintains a tough, elite retinue of Black Orc warriors around him. This is the hard-as-nails mob known as da Immortulz, a moniker earned due to their habit of surviving almost impossible battles (although rumors abound that they tend to go rekrootin' after a fight with a bit more fervor then usual). This veteran bodyguard has seen many battles alongside Grimgor, and they enjoy their grisly work. On the whole, Grimgor much prefers Black Orcs to any other kind of greenskin, but plenty of weedier types have sneaked into his camp when the steely gaze of his single eye is fixed elsewhere. So long as things are going well (which means there are are lots of other things to fight against), Grimgor tolerates the company of other Orcs and Goblins, at least as long as they stay out of his sight. However, when Grimgor runs dry of opponents to chop into offal, the many tag-along tribes drifting in his wake are liable to end up on the wrong side of Grimgor's frustration and his magical axe, Gitsnik. At times like these, the smarter tribes tend to keep well away from Grimgor's camp for a while. Grimgor has slaughtered his way across the Blasted Wastes to the center of the Empire and back. Yet after winning many victories, Grimgor returned to the Red Eye Mountain. Deep underground, beyond where the Red Eye Night Goblins dwell, the endless hordes of Skaven can be found. Here, for a time, Grimgor can appease his need for daily butchery - for the ratmen feed uncountable numbers into the fray solely to occupy Grimgor's fury. Yet eventually Grimgor will grow weary, striking out again in search of a worthier challenge - and when he does so, the world will tremble with fear, each nation praying that Grimgor won't head in their direction. Offense: Gitsnik: This formidable axe came from the forges of Zharr-Nagrond and, despite constant use, has never grown dull. The axes increase Grimgor's strength and speed when attacking. Defense: Blood-Forged Armor: Magic Armor. After being forged, this armor was cooled with the blood of Dwarf Runepriests. This Blood-Forged Armor gives Grimgor a potent magical barrier and is sturdier then normal plate armors. Special: Da Immortulz: Grimgor is always accompanied by his grizzled Black Orc Bodyguard. They are each weapons experts, and veterans of many campaigns. Special: WAAAGH! : See Warboss Additional Factors: -Hatred! : Grimgor and his Immortulz hate just about everyone. All other life exists just so they can fight and kill it. -Grimgor does not know fear. He cannot be intimidated or swayed by any method of psychology, magic, or other trickery. -Grimgor will not join any other unit in battle save Black Orcs, and even then he prefers the company of his Immortulz. Wurrzag, Da Great Green Prophet Mobility: 4 (5 on mount) Training: 9 Max Range: Battlefield Preferred Range: ^^ Wurrzag Ud Ura Zahubu is a Savage Orc Shaman of mighty mystical powers. Known as da Great Green Prophet, Wurrzag is guided along his path by the greenskin gods. He leads tribes to greatness before wandering off to pursue yet another mad plan to advance Orcish kind. Wurrzag's green crusade began to the Southlands when, with the magical energy that arced uncontrollably out of his eyes, he transformed the former Shaman of the Bone Nose tribe into a squiggly beast. As the tribe prepared to ritually eat Wurrzag for his deed, the marinated Orc entered a trance and spouted a tale of long ago, when the now-sorry Bone Nose tribe ruled the lands. The cold-blooded ones came and built great pyramids, driving the tribe away and destroying their idols. Since those shameful days, the tribe had lived under a curse. Wurrzag rekindled their spirit of conquest and, filling in for their transformed shaman, led the Bone Nose warriors to the nearest lizard-city. Using the rubble of the wrecked pyramid, Wurrzag ordered the greenskins to erect two edifices. To this day these same stone-faced idols watch over the Bone Noses and the tribe's fortune has grown. Next Wurrzag traveled to the Land of the Dead, where, after saving the Spotted Skullz tribe, he was presented with the Bonewood Staff. In the Badlands, Wurrzag raised new effigies of Gork and Mork, for which he was given the War Boar Spleenrippa, by the Iron Pig tribe. Speaking with other tribal Shamans at every stop on his journey, Wurrzag sought out the best Big Bosses and the most promising Warbosses. His message was always the same - Gork and Mork are coming, now is the time for greenskins to take what should be theirs. Even now Wurrzag is wandering somewhere in the lands, seeking out and aiding the most powerful greenskin leaders, or perhaps inspiring some unknown tribe to greatness. He travels alone or with mobs of Savage Orcs that have vowed to 'see 'im off to da next fight.' Rumors about da Great Green Prophet run rife and it is said an army with Wurrzag in it has never been defeated in battle. Offense: Wurrzag is an incredibly powerful Shaman who uses spells from the da Big WAAAGH! In addition, he alone can cast the powerful Wurrzag's Revenge, a hex spell that turns Wurrzag's rivals (basically any other magic caster) into Squig-like beasts. It has a range of line-of-sight, and only works 1 out of 6 times, but when it does it bypasses all magic, armor, and magic armor. Wurrzag's magic power increases each time he casts this spell successfully. Bonewood Staff: This bone staff bears many glyphs, and grants Wurrzag minor magical resistance and allows him to avoid miscasting his spells. Defense: Magical Barriers, Warpaint Special: Baleful Mask: This mask contains the Vindictive Gaze (See spells of da Little WAAAGH!), at a medium power level. Special: Mount: Squiggly Beast: This odd beast was once a Shaman that was transfigured by Wurrzag. Not only can it attack with large teeth those who get to close to Wurrzag, but it can also absorb magic from the air, storing it until Wurrzag has need of it to temporarily boost his power. Special: Mount: Spleenrippa: A massive war boar Additional Factors: -Warpaint of Wurrzag: No one makes paint like Wurrzag. His warpaint gives those that wear it a much more powerful barrier of defense. -In addition to battlefield prowess, Wurrzag will look to council the most powerful Warbosses on what to do, typically guiding them to what would most please Gork and Mork. -See Orc Shaman Gorbad Ironclaw Mobility: 5 Training: 8 Max Range: Battlefield Preferred Range: Melee Gorbad Ironclaw is one of the most infamous of all Orc Warbosses. In his day, Gorbad led a massive invasion that almost crushed the Empire. His armies succeeded in slaying Emperor Sigismund and wiping the Imperial province of Solland off the map. 'Not too shabby,' as Orcs like to say. Gorbad was hulking Orc who rose to fame as the leader of the Ironclaw tribe. It was he who first built the Iron Rock, the most redoubtable Orc fastness in the Old World. Yet conquering greenskin tribes was no real challenge for Gorbad and so he inevitably crossed into the human land of the Empire. It was his horrific deeds there that raised Gorbad's status, making him a bloody inspiration to his kind and a byword for 'invasions done propa'. It is said that Gorbad could single-handedly destroy enemy regiments and headbutt a war boar into a tongue-lolling comatose state. However, it wasn't his remarkable strength that allowed Gorbad to wreak such havoc. Gorbad was a supreme Warboss, able to drive his troops, whether Orcs or Goblins, to their utmost. Tribes from all corners traveled to join this legendary leader. Most of the truly hulking Orc Warbosses disdain the weaker types that rush to join a successful WAAAGH!, generally considering goblinoids too puny to aid the cause. Gorbad did attract many hard units, especially Orc Big 'Uns, yet he had an eye for when to use lesser types too. He was a master at ordering Goblin screens and Wolf Rider flank attacks. Despite his brawn and predilection for close combat, Gorbad wasn't above winning a battle through massed archery or war machine batteries. He used the troops he had and drove them to do their best. It was this flexibility that garnered the mighty Warboss a bloody and unbroken string of triumph after triumph. Of course, it helped that if the battle wasn't going his way, Gorbad could rear up on Gnarla, his immensely large war boar, and bellow out his WAAAGH! so that it echoed across the battlefield like thunder. Every greenskin who heard this war cry surged forth with renewed and rampant violence, a call to once again rise to greatness and to bloody victory. Offense: Morglor the Mangler: This magical weapon is one of the most feared weapons to ever be wielded by an Orc Warboss. It bypasses any armor, and increases Gorbad's speed, allowing him to smash enemies to paste before they can even draw their swords. Defense: Thick Skin, criss-crossed with many scars and heavy armor. Special: Mount: Gnarla: A War boar of prodigious size, might, and flatulence. Additional Factors: -Da Great Leader: Gorbad can whip any rabble into an effective fighting force. He can suppress animosity among troops. -Da Boss 'as a Plan! : Gorbad was one of the few Orcs to see the benefit of strategy. Granted, it wasn't Art of War level stuff, but to the Orcs this guy looked like Patton. -Gorbad acts as both the General and an inspiring presence for his army. When he orders it, greenskins will dig in their heels and stop giving an inch. -Orcs are da Best: Gorbad was such an inspirational leader that he drew in the biggest and best Orcs from across the land to fight under his banner. He was always surrounded by Big 'Uns and Veterans of many glorious battles. Azhag the Slaughterer Mobility: 7 Training: 9 Max Range: Battlefield Preferred Range: Melee Azhag was a threat like no other. What made Azhag so unusual was his ominous iron crown, which emanated an ancient evil. It was this crown, a relic of olden days, which granted Azhag sorcerous powers and a sinister council beyond the comprehension of any greenskin. This evil combination of Orcish brute strength and a brilliant, if completely malevolent, ability to grasp far-seeing strategy made for a deadly combination. Having discovered the magic crown amid the ruins of a long-forgotten city, Azhag soon rose to ascension in his tribe. Rivals were easily beaten, for the crown whispered fell plans to Azhag. It is true that Azhag did not fully understand many of the suggestions, and often the crown used a vocabulary beyond the grasp of the Orc Warboss, but still, the plans worked to perfection. Many battles with rival Orcs or barbaric human warbands followed and Azhag led his tribe to resounding victory each time. As word of his deeds spread, many greenskins traveled to join Azhag. It was at the Battle of Butcher's Hill that Azhag gained his infamous title as "The Slaughterer" after he organized a pincer-movement that utterly trapped and destroyed a powerful Imperial army. In that battle, the massacre became so legendary that Azhag had gained a place in the Empire's history as one of Mankind's most hated enemies. Many of his followers noted marked changes in Azhag. He used un-Orcish words and often tried to explain orders instead of simply cracking skulls and bellowing. The hordes forgave such peculiarities, as the victories were rapidly stacking up. As the crown fully grafted itself into his mind, Azhag felt a yearning to travel southwards. With a growing WAAAGH! at his back, Azhag marched from the wastelands towards the land of the crown's origins. As the evil artifact sought its original owner, Azhag struggled to have a say in his own actions. For all his brutish simplicity, Azhag found he could still, at times, exert his will. So the army zig-zagged along its journey, getting sidetracked despite the protests ringing in Azhag's head. To the crown's frustration, Azhag could not resist raiding towns or rushing headlong to confront armies raised against him. At times when the crown and Azhag's willpower struggled for control, the Orc commander would go into trances or move slowly, as if sleepwalking. More than one of Azhag's lackeys heard the Warboss mumbling nonsense or even arguing with himself. One of the oddities that the greenskin army grew to favor was Azhag's new habit of reviewing troops before a battle. The mobs took inspiration from seeing Azhag, mounted atop the Wyvern, Skullmuncha, flapping down the battleline. He had a disturbing trait of stopping to give a mob orders that were seldom understood. Once the fighting was underway, however, all knew that Azhag would wade in as needed. During several engagements Azhag flew into the thick of the battle to lop off many enemy heads and turn the tide. At times, Azhag's eyes and crown would glow with a dark nimbus and horrific, un-Orcish spells would blast the foes. Many Orcs found such behavior 'not right.' but as long as they were fighting and winning, they tolerated such peculiarities. Still, some grumbled that no good would come of such behavior, and in the end they were proven correct. It was finally, after many long months of constant mental infighting that the battle between the Crown and Azhag would cost them both everything. Within the infamous Battle of Osterwald, Azhag had once more diverted from the crown's intended path and headed straight into the path of an advancing Imperial army. It was during this battle that Azhag once again attacked headlong into a mass of Imperial Knights of the Order of the Knight's Panthers. The crown grew insane with rage that the Orc Warlord once more diverted from the invasion's intended route, and sought ever greater control over Azhag. The mental duelling left the Orc Warlord distracted at the most critical moment, and with this small window of weakness, Warlord Azhag was slain by Werner von Kreigstaldt, the Grand Master of the Knights Panther. Without his evil genius to guide them, the Greenskins hordes were in disarray and was soon routed from the battlefield. As for the crown, the Grand Theogonist recognized its foul origins and sought to hide it from the world once and for all. Refusing to touch it with his bare flesh, he took the ancient relic back to the capital-city of Altdorf, where it was placed within the deepest darkest vaults beneath the Cathedral of Sigmar. From then on, the ancient crown has since been guarded eternally by both the ever vigilant Clergy of Sigmar and the powers of the Vault's ancient magical wards. Of course, Azhag can't very well participate in a campaign if he's dead now can he? So, for the purposes of this profile, we'll assume that some great and terrible force has whisked the Slaughter away before his fall, allowing him to participate in the coming Conquest with his fellow greenskins. Offense: Slagga's Slashas: Azhag always fights with two crude but magical weapons known as Slagga's Slashas. They can pierce any armor and seem to unerringly guide Azhag's hands to strike wear they will do the most damage. Defense: Azhag's 'Ard Armor: Magic Armor, containing many charms to boost the protective power of Azhag's heavy armor. It is more durable then most material armor, and protects him from all but the most powerful magic. His mount can also fly. Special: Mount: Skullmuncha: See Wyvern Special: The Crown of Sorcery: This magical crown speaks to Azhag with a voice as dry as the grave and old as the southern desert. The crown makes Azhag a level 3 wizard who uses spells from the Lore of Death. As the whispers can sometimes contain language far too advanced for his Orc brain, Azhag can sometimes be a little confused as he tries to work out what the Crown wants or is trying to say (much to the crown's frustration). LORE OF DEATH Shyish is the purple wind of magic, and is associated with the Lore of Death. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer. It is because of their ability to gain from slaughtering the enemy that wizards of the Lore of Death can sometimes “re-charge” their Winds of Magic, utilizing their expended life force for energy, allowing them to summon greater spells or cast more. -Spirit Leech: The caster chooses a single enemy character (1) and tries to drain his soul. The success depends on enemy overall willpower, with the greatly willful capable of fighting it off entirely. Has a range of 50 meters normally, that can be via more energy extended to 300 meters. -Aspect of the Dreadknight: The wizard targets a friendly unit within 300 meters and surrounds them with a invisible aura of horror, making enemies scared to fight them. The wizard can upgrade this power to make them even more horrifying, so that only the bravest would consider tangling with them. -The Caress of Laniph: Laniph was a Arabian sorceress known for both her capriciousness and passions that haven’t stopped after death. In casting this spell the wizard calls her back from the spirit world and sics her on a single enemy character. While she might just caress him she has a chance of trying to forcibly drag him back to the spirit world. Should the enemy not be strong enough to fight her off, she’ll succeed. Has range of 50 meters or can be enhanced to 300. -Soulblight: Harnessing the sickly power of death, the conjurer hexes a enemy unit and weakens his will to live. This correlates into being slightly weaker and less durable in combat. Can be cast on any unit within 300 meters or, with additional prowess, cast on all units within 300 meters. -Doom and Darkness: With this terrible spell, the wizard has spirits of the departed assail a enemy unit, sapping its willpower. This makes it easier and more likely to rout, along with its willingness to follow orders. Has a range of 300 meters that can be upgraded to a range of about one kilometer. -Fate of Bjuna: This odd little spell conjures the fate of the warrior of Bjuna, a powerful warrior infamous for never smiling. He then laughed so hard his sides burst, perishing that way. This spell targets a single enemy character and causes him to laugh uncontrollably, with the potential of his sides literally bursting from the strain. Should he survive he still has giggling fits the rest of the battle, and thus won’t be totally mentally competent. -The Purple Sun of Xerus: The lore of death’s most powerful spell, this conjures a colossal orb of purple edged darkness over the battlefield.With a diameter of 9 meters, it will then start to roll in a direction directed by the caster. Any that fail to get out of the way die immediately. How far it moves is a bit random, but many dozens of meters easily. The wizard can, through increased casting, upgrade its diameter to 20 meters! However this power comes with a drawback, for death can be incredibly fickle. Should the wizard mess up the cast the giant purple orb will always still appear, but directly on top of him! It will then roll in a random direction for a couple dozen meters, killing those allies nearby (for wizards are usually near the back of enemy armies). Additional Factors: -Get on Wiv it! : Azhag has no tolerance for in-fighting. -The best of both worlds: Azhag is a commander unlike any Orc before him, combining Orcish brutality with ancient guile and dark sorcery. -Author's Note: To answer your question: Yes. It is that one. If you're familiar with Warhammer Fantasy lore, particularly some of the more recent events, yes, it is THAT crown. Grom the Paunch of the Misty Mountain Mobility: 2 Training: 7 Max Range: Melee Preferred Range: Melee Gobbos are cowardly and disloyal, but nothing stirs their wicked hearts like Grom, mightiest of the Goblin Warbosses. Stories of Grom's greatness still command attention around any Goblin Camp and if a Shaman should conjure his superlative-sized image, even the most boisterous gobbo will behave with reverence. In Grom's looming presence Goblins will stand up straight, refrain from grumbling backtalk and even limit their rampant nose-picking. These ultimate displays of respect are because, to lowly Goblins, Grom is a living god, the embodiment of everything they will never be - large, ferocious, and idolized. It was not always so. Grom's meteoric rise began when, as a young Boss of the Broken Axe tribe, he consumed a portion of raw Troll. As Troll flesh regenerates and Grom, always a big eater, had not stopped to cook the meal, and the foul meat writhed in his belly. The race to regrow against the race to digest was on. A lesser Goblin would have burst asunder, but Grom was made of sterner stuff. The Battle of the Belly, as the deed came to be known, changed Grom. He grew to prodigious size. It is said that on that day Grom last saw his own legs. Yet so huge and powerful had Grom grown that he no longer needed to see them, and could, instead, order others to see his legs for him! So Grom's legend began. He quickly rose to be a Warlord of the Broken Axe tribe and they spent many happy years plundering the Wolf Lands, the Badlands, and the southern Worlds Edge Mountains. By this time, Grom had taken to fighting atop a chariot, as it suited his grandiose proportions. Many Goblins traveled far to see 'da Great 'Un' and join his exploits and, at its peak, Grom's WAAAGH! contained hundreds of different tribes. Grom carved his name large in the psyches of Men, Dwarfs and Elves, in whose realms he is still feared and cursed. Even now, rumors sweep the Badlands that his corpulent majesty has returned and is once again amassing an army to launch a new invasion… Offense: Axe of Grom: The fabled Axe of Grom is also known as Elf-Biter. This axe greatly increases Grom's strength. In addition, against Elves (of any kind), Grom's axe will magically seek out the killing blow each time. Defense: Grom has heavy armor over his head and arms, but his massive belly is mostly exposed. This isn't a problem though, as Grom has the regenerative powers of a Troll, and only fire can cancel it out. Special: Lucky Banner: Held by Niblet the Night Goblin, this magical banner is actually lucky and gives Grom and his Chariot a powerful magical forcefield. Special: Mount: Grom's Chariot: This large chariot is pulled by three Giant Wolves has scythed wheels. It has room to carry only Grom and Niblet. Additional Factors: -Eats Elves for Breakfast: Grom has overcome his fear of Elves, and as long as he's around, so will his army. -Grom's WAAAGH! : Grom is so huge and mighty that he can call a WAAAGH! just as if he were an Orc Warboss. It is especially effective on Goblins (all types). The Challenge of Thunder Mountain Within a year of the Troll-eating incident, Grom was already 'large and in charge' of the Broken Axe tribe. The tribe had grown considerably but had yet to test his strength against the most formidable power in the region - Zhok Gutstabba, Orc Warboss of the Gutstabba tribe. Zhok and his Orcs had recently conquered the Night Goblins that lived in and under Thunder Mountain. Many of the Broken Axe Goblins felt they should run from the larger Orcs or submit to their rule. Grom, however, had other ideas. Grom set out alone, his axe slung over his mighty shoulder. When word reached Zhok, the Orc demanded the Goblin King be allowed to journey without ambush - he would teach the lumpy gobbo a lesson himself. When Grom made it to the Gutstabbas' camp, he found Zhok waiting for him, already encircled by a ring of bloodthirsty onlookers. Grom's size was impressive; he was less muscled than Zhok, but far larger in girth. The battle was short and brutal. Zhok landed a blow with his cleaver, but before everyone's eyes, the gaping wound healed itself. Zhok's dismemberment, however, did not. Grom's takeover bid for the Gutsabbas was only resolved after he slew every Orc Big Boss in the tribe. Grom was so exhausted he sat his bulk down - directly on top of a diminutive Night Goblin. All expected to find just a black cowl and an oozy stain beneath Grom's mass, but the Night Goblin not only survived, he sprang forth with a maniacal grain on his face. Taking this great fortune as a sign from Mork, Grom instantly promoted the lucky Night Goblin to carry his standard. Skarsnik, Warlord of the Eight Peaks Mobility: 6 Training: 8 Max Range: 1 Kilometer Preferred Range: In the background, scheming Skarsnik is the chieftain of the Crooked Moon tribe and the most powerful Night Goblin in the Worlds Edge Mountains. All of the surrounding greenskin tribes acknowledge Skarsnik's overlordship of the peaks, valleys, and upper levels of the ruined Dwarfhold of Karak Eight Peaks. Through devious machinations and relentless spite, Skarsnik has risen to command in the midst of the bitter and ongoing three-way battle between the greenskins, Dwarfs and Skaven. Skarsnik is a mastermind when it comes to laying complex ambushes and setting elaborate traps. When necessary, however, the self-proclaimed Warlord of the Eight Peaks is more than capable of leading an assault. Although a fierce fighter himself, what really makes Skarsnik formidable is his ever-present pet, the Giant Cave Squig named Gobbla. Grown huge on a steady diet of Dwarfs and Skaven, Gobbla will attempt to bite anything that its near-sighted, beady eyes can focus on. Gobbla's massive teeth and voracious appetite can clear a hallway of a Stormvermin assault, or break the most determined of Dwarfish defenses in the blink of an eye. Although it galls Orcs to take orders from a diminutive Night Goblin, Skarsnik backs up his authority when needed, and Gobbla has feasted on dozens of failed Orc challengers. A merciless opponent, Skarsnik is forever devising new traps with which to lure his enemies to their doom. His mere name kindles incandescent rage in Dwarfs. It is said that the abominable deeds done by Skarsnik have gained their own chapter in the Book of Grudges, but the Dwarfs are not alone in hating Skarsnik. The Skaven have made innumerable pacts with the greenskins, only to find they themselves being double-crossed by arguably the shrewdest Night Goblin ever. Skarsnik orders heaps of Skaven skulls stacked into grim monuments to demoralize his ratmen foes. Queek Headtaker, second in command and right Clawlord of the grand ruler of Clan Mors, has vowed to place the head of Skarsnik on his trophy rack. Not a day goes by in Karak Eight Peaks without some plot, probing raid, ambush, assassination or full-scale assault. Yet still Skarsnik rules supreme. By the light of flickering candles made of Dwarf-fat, Skarsnik sits on his iron throne and plots yet more wicked schemes of conquest. Offense: Skarsnik's Prodder: This magical pointy implement projects the spite of nearby Night Goblins. The Prodder contains a powerful bound spell magic missile with a range of 1 kilometer, and bypasses all armor. The strength of this blast is increased if Skarsnik is within 300 meters of a Night Goblin Horde. Defense: He's protected by Gobbla, but usually he's never even close to where the danger is. He schemes and plots so that enemies rarely get close enough to put him in any real danger. Special: Mount: Gobbla: Skarsnik's pet is a huge and ferocious Giant Cave Squig. Additional Factors: -Hatred of Dwarfs -Fear of Elves -Sneaky Schemes: Skarsnik is renown for his evil sneakiness, sending warriors through dank, secret tunnels to catch his enemies off guard before the battle has even begun, seeding the battlefield with wild squibs (in such a way that the enemy army is sure to march right in their path), or some other malicious happening. -Night Goblins rally when Skarsnik is on the battlefield, and are less likely to flee in panic. Snagla Grobspit Mobility: 7 Training: 8 Max Range: Spear Preferred Range: Ambush! When men from the Empire first cut their frontiers deeper into the surrounding forest, they unwittingly began the bitter War of the Drakwald that continues to this day. The fractious Forest Goblin tribes who dwelt in the hinter regions of that sprawling woodland ceased their internal strife to unite against the enemy. Unbeknownst to the men of the Empire, their deepest forays had encroached dangerously close to the most holy sites of the Forest Goblin tribes, the sacred lands known as the Black Pit, or the Valley of Many Eyes. To stray near that dark and web-strewn place is certain death, for the Forest Goblins will stop at nothing to destroy any interlopers who dare approach it. At first, forest patrols and huntsmen disappeared at an alarming rate. The deep woods were always treacherous, but the men of the Empire were savvy enough about life beneath the boughs to understand that something terrible was brewing. They didn't have to wait long, for soon the Forest Goblin raiding parties mobbed together to form armies. Emboldened by their numbers, the Forest Goblins left the confines of the woods to mount fierce attacks on the nearest human settlements. In turn, fresh troops marched out from the Empire's cities, eager to push the boundaries of civilization further. Many ambushes and large battles followed, most fought entirely beneath the gloomy canopy. One of the rising legends among the Forest Goblins was Snagla Grobspit. He and his mob of Spider Riders, the Deff Creepers, were at the forefront of every greenskin victory. It was Snagla who rode straight into the line of Handgunners and broke the Empire's flank, leading to what is now known as the Forest Road Massacre. It was the stealthy Deff Creepers who silenced the central watchtower, leading to the fall of the walled town of Glomstadt. His foes whisper that Snagla and his Spider Riders can creep right out of the very shadows, and perhaps it is true. Snagla Grobspit is a woodcrafty Spider Rider, able to sneak around enemy armies and launch attacks from unexpected quarters. While all Forest Goblins wail a high-pitched cry as they charge, none can match the horrible undulating cry of Snagla and his mob. Snagla has a knack for picking his way through dense cover and scuttling unseen over the forest canopy. Once the Deff Creepers have worked their way into the most advantageous position, they will dart out of hiding to ruthlessly destroy their target. Of Snagla's tribe, the Redvenom Forest Goblins, little is known. They were destroyed early on in the battles in the Drakwald, for they dwelt on the edge of the Gnarlwood - the lands that were first cleared by the Empire soldiery. If there were any survivors they never returned from out of the woods. When Snagla returned to find his camp in ruins, it is rumored that the Spider-god spoke to him. All that is known for sure is that Snagla took the fangs from his tribe's cannonball-blasted Arachnarok Spider. With these he fashioned a throwing spear and a great spiked club. When the Forest Goblins first began to gather, seeking to push the invading humans farther away from the sacred Black Pit, Snagla and his Deff Creepers mob turned up, eager to join the fight. They alone still wear the distinctive striped feathers and facepaint associated with the Redvenom tribe. Snagla and his mob have a penchant for the feathers worn by many Empire troops. After battle, the Deff Creepers soak these feathers in the blood of their former owners and wear them as grim trophies upon their weapons and shields. With their status still growing, Snagla and his mob travel throughout the vast forest, ever eager to join any battle they can. Offense: Sting of Snagla: This throwing spear is tipped with the poisonous fang of a giant spider, and blessed by the Spider-God. It can pierce through any armor and go through many men when thrown. It is incredibly poisonous. Fangspike: The large spiked club made from the remaining fangs of an Arachnarok Spider, and blessed by the Spider-god, it is a very poisonous weapon. Defense: See Spider-Riders Special: Mount: Giant Spider Special: Deff Creepers: Snagla always rides into battle at the head of his elite Deff Creepers. They are expert ambushers, but can also charge forward and break enemy lines, and share Snagla's hatred of the Empire. Additional Factors: -See Spider Riders -Snagla has a burning hatred for the men of the Empire, and he will never forgive them for what they have done. -Snagla and his Deff Creepers have been able to creep around highly alert armies and break into highly fortified areas. The Sacred Spider Grounds The most revered of all Forest Goblin sites is the Black Pit, which is also called the Valley of Many Eyes. Beyond a series of wooded hills deep in the trackless depths of the Drakwald Forest can be found this bleak and unwholesome valley. Here, the light of the sun never penetrates, and all color seems drained from the lands. The ground is strewn with piled bones and pitmarked with the nest-lairs of spiders of enormous size. It truly is the black-heart of spiderdom in the world. Only the largest of Arachnarok Spiders make their foul dens here, gargantuan creatures whose bloated size staggers belief. When the cycles of the moons are in alignment, Arachnarok Spiders make their way to this twisted wood to breed, traveling from the forest of the Old World and beyond. The Forest Goblins protect this land, entering it themselves only occasionally in order to drop vast amounts of sacrifices into the dark pits. They let the ancient behemoths sleep, and they wake only to feed languidly upon the mountains of sacrificial victims. Such great beasts are only fully roused in times of greatest need. Gtilla da Hunter Mobility: 6 Training: 8 Max Range: Bow Preferred Range: Bow Some young Goblin leaders leave their traditional hunting grounds in search of richer pickings. It is a hard existence following the Gruntalope herds on the wind-swept plains of the Wolf Lands, and there is little chance for loot or fame in those mean regions. Riding down Skaven clans as they search for fallen meteorites in the open was not enough for a challenge for Gitilla, Big Boss of da Drippin' Fangs tribe. Gathering some other dissatisfied Wolf Riders, Gitilla split off from his former tribe, setting off through Mad Dog Pass in pursuit of greatness. Calling his new mob da Howlerz, Gitilla has since seen many lands. During his extensive travels he has joined countless battles, taking part in the Black Orc Warboss 'Uge-jaw's Stunty Wars, riding as scouts for Gruntaz Boar Boyz army, and leading the Moot Raids with the Night Goblins of Spite-peak. It was high up in the Worlds Edge Mountains that Gitilla caught sight of Ulda, a lone she-wolf of unusual ferocity. Eager to capture the beast to serve as his own steed, Gitilla pursued her high up and over the narrow passes for three days and three nights. At last, driven to exhaustion, the Great Wolf was bested and broken to Gitilla's will. Ulda has proven an excellent mount with an ability to scent trouble, nudging her master when it is time to leave the battlefield. After years on wolfback, Gitilla is a master raider and a scout beyond compare. None can match his sudden assaults or wily feints along an enemy's flanks. With his enormous bow (for a Goblin, anyway), Gitilla has become a deadly accurate marksman. He and da Howlerz are notorious for launching wicked volleys, even while riding at breakneck speeds. Unless the situation is desperate or victory is assured, however, the crafty Wolf Rider will keep his speedy mob uncommitted, preferring instead to harass the foe with deft maneuvers and a steady rain of black-shafted arrows. With his mob's deadly services eagerly sought by any Warboss with even a hint of cunning, Gitilla and his Howlerz still remain unsatisfied. They never stay with any tribe for too long. Bold opportunities, worthier opponents, or juicier targets always seem to beckon from over the horizon. Gitilla ensures his mob never runs out of juicy bones to gnaw upon, yet he keeps the Wolf Riders lean and ever-eager to mount up and ride off at a moment's notice. It is for this reason that, when their paths crossed in the Badlands, the wandering prophet Wurrzag called Gitilla 'da hunter' - for despite his ceaseless raids and plundering, he remains single-minded in the pursuit of his prey, and a great destiny. Gitilla envisions his eventual return to his homelands, not as another rider or mere mob boss, but as a triumphal Wolf-chieftain who will unite the tribes into a single almighty horde-pack and sweep all before him, like the great Wolf-khans of legend. That day may yet come, but until then Gitilla continues to affiliate with other greenskin tribes as outriding scouts, leading them on lightning raids and adding to his already fearsome reputation. Offense: Bone Bow: Carved from a single piece of mammoth bone and strung with wolfgut, the bone bow is a missile weapon capable of piercing any armor. Gitilla is such a master marksmen that he can fire three shots before most can get off one. Defense: Stinky Pelt: Gitilla's thick, Gruntalope-fur cloak has protected him many times. It's thick enough to take a crossbow bolt. Gitilla also has the agility of his wolf mount. Special: Mount: Ulda the Great Wolf: Ulda is lethal in pursuit and has a knack for escaping when the fight goes poorly. Special: Da Howlerz: Gitilla is always accompanied by his trusty mob of slavering wolf boyz, da Howlerz. Da Howlerz are a unit of Wolf Riders who are exceptionally skilled and speedy archers. Additional Factors: -No commitment: Gitilla is always prepared to flee if things start to turn bad for his side. -Fear of Elves Slaughter at Frozen Heath: In the bitter winter of 2497 Grand Master Ludo Brecht of the Order of the Hammer had his reputation utterly destroyed. Tasked with halting WAAAGH! Grognok, Ludo deployed a grand army upon the frigid banks of the River Sol and confidently awaited the greenskin offensive. The attack came before dawn, as two score Goblin Wolf Riders splashed noisily across a deep, icy ford and overran the pickets. Howling Wolf Riders swept through the Empire camp, moonlight gleaming upon their filthy bodies. Their flesh, and that of their mounts, was smeared in a thick, greasy coating of Troll fat; ample protection from the winter chill. Quickly they loosed a salvo of arrows, cheerfully insulted the parentage of their foe and awaited the reaction. Duly enraged, Brecht roused his warriors, and barely gave them time to gather their weapons before ordering them to chase the whooping Goblins. As they retreated across the river, the Wolf Riders chanted one word over and over again: 'Gitilla!" While the Troll fat protected Gitilla and his Howlerz from the icy river, the Empire soldiers stumbled and trembled, while weapons slipped from icy fingers. As the Empire vanguard reached the other bank, they looked into the eyes of a horde of fresh, rested Orcs, and realized their folly. Borgut Facebeater Mobility: 4 Training: 7 Max Range: Melee Preferred Range: Headbuttin' It's not often that Grimgor Ironhide is impressed by another warrior's prowess. It is even more unusual when he doesn't just perish such an individual on the spot 'to keep his 'and in'. Borgut Facebeater is one of those rare exceptions. He first came to Grimgor's attention when the mighty warlord was based at Karak Ungor waging continual war on the Skaven of Clan Moulder. Grimgor had tired of Skaven slaying and was casting his blood-greedy eyes elsewhere but each day word reached him of an Orc boss who was emulating his own feats in the Hell Pit. Curious he made one more descent just to see. He found Borgut slamming his hammer-like forehead into the snouts of the largest rat ogres while harvesting ranks of Skaven with his choppa. The main thing that pleased Grimgor was the way he was thoroughly enjoying it. When Grimgor left Karak Ungor to go beyond the Worlds Edge mountains, Borgut was at his side - the green slaughterer had found a kindred spirit. For himself, Borgut is a simple creature, brutally direct, utterly uncompromising and subject to wild intoxication in the heat of battle. He had grown in the horde of Grimgor and to him the slaughterer was the living manifestation of Gork, the epitome of all he, himself could hope to be. His loyalty is absolute, to be the right hand of Grimgor is to be the right hand of Gork. Offense: 'Ardlad's Axe o' Doom: Taken from the body of Grimgor's former lieutenant, this powerful weapon of brazen iron hisses with Orc magicks. This massive axe adds considerably to Borgut's already impressive strength, it also aids him in deflecting attacks. Of course, he earned his name 'The Facebeater' due to his propensity for headbutting opponents (or their mounts) when in combat. Defense: Drog's Dead 'Ard Armor: Heavy Magic Armor, is enchanted to be slightly harder then normal. Additional Factors: -Borgut is good at maintaining order, even if he has to smash heads to do it. Orcs and Goblins are more disciplined when he's around. -Borgut is immune to intimidation techniques, magic or otherwise. -Keep Your Enemies Closer: Though Borgut is Grimgor's most trusted lieutenant, that's not saying much for a Black Orc. Grimgor likes to know exactly where the next strongest Orc in his army is, and if Grimgor and Borgut are participating in the same battle, Grimgor will always want Borgut within line of sight of him. -Do as I say and wot I do: Borgut has fought alongside Grimgor through all his long wars and battles, one of the few survivors of the battle against the forces of Crom the Conqueror. As a result, he and his lads have picked up a few tricks of their own along the way. Thus, Borgot is always accompanied in battle by a squad of Big 'Uns who fight by his side in battle. Gorfang Rotgut Mobility: 4 Training: 6 Max Range: Melee Preferred Range: Melee Gorfang Rotgut is the chieftain of the Orcs of Black Crag, the ancient Dwarf hold taken over by Orcs many years ago. Over the centuries many tribes have fought over and occupied Black Crag, and the most powerful tribe has always taken the crag as its homeland. Gorfang's tribe, the Red Fangs, is currently the most powerful Orc tribe in the whole of the area around the western end of Death Pass. Gorfang has subjugated most of the local Orc tribes but his neighbours are the Night Goblins of Karak Eight Peaks whose leader is the old and infamously cunning Skarsnik. The two leaders enjoy an uneasy alliance, with Skarsnik controlling the mountains around Karak Eight Peaks and the eastern end of Death Pass, while Gorfang controls the western end of Death Pass and the adjoining area. Gorfang is an immensely strong Orc. He lost an eye at the Battle of the Jaws, and wears an iron patch to cover the wound. Many of his battles have been fought against Dwarfs, including the siege of Barak Varr and the attack on Karak Azul. As a result of his long struggles Gorfang has acquired an unreasoning hatred of the Dwarf race. When Gorfang attacked Karak Azul he broke into Lord Kazador's throne room and captured many of the Dwarf Lord's kinsfolk. Some were taken back to the dungeons of Black Crag where they remain to this day, to the anger of Kazador. The Dwarf Lord's son, Kazrik, was not taken captive but was shaved, and his head tattooed with a crude Orc glyph representing Gorfang. Then he was firmly nailed to Kazador's own throne. Although Kazrik survived, the experience has unhinged him somewhat. Lord Kazador has sworn vengeance and awaits the day when he can crush the Orc chieftain. Offense: The Red Fang: The large sword that is always clutched tightly in Gorfang's fist is the blade known as the Red Fang. Some say this was named for his tribe and others that the tribe was named after it. Either way, it is the right of the chieftain of the tribe to carry it and is taken from a defeated chieftain only by a successful challenger. It increases Rotgut's strength slightly, and wounds caused by the Red Fang do a bit more damage then a normal sword. Defense: The Evil Sun Armor: This includes a shield and is bedecked with grimacing faces. Heavy Magic Armor & Shield, this armor gives Rotgut moderate magic resistance. In addition, the faces on his armor twist and move as though alive, seeming to take on the form of the gazer's deepest fears… Additional Factors: -Gorfang possess a deep, burning hatred of the Dwarf race Morglum Necksnapper Mobility: 6 Training: 7 Max Range: Melee Preferred Range: Melee Black Orcs come from the east, from the Dark Lands and the Mountains of Mourn where the land lies under a cloud of black volcanic dust. Some Black Orc tribes have undertaken the arduous journey across the Dark Land into the west, where they have conquered Orc and Goblin tribes. The most feared of these tribes is the Necksnappers under their ambitious chieftain Morglum. Most Orcs are loud and quarrelsome, but Black Orcs are quiet and stern, strong and silent. This is especially true of Morglum who appears to be almost entirely fearless. Morglum is renowned for his short, to the point battle cries and terse tactical observations. At the Battle of Death Pass he led his Black Orcs, Orcs and Goblins to a convincing victory against an errant Bretonnian army. As the Bretonnian duke and his knights galloped frantically out of Death Pass towards the setting sun, pursued by hordes of Goblins, Morglum Necksnapper made his famous pronouncement "Let 'em tell da King. Da east belongs to da Orcs. Da east belongs to Morglum. Da east is green." Offense: The Humie Hewers: With his twin axes, Morglum leaves a bloody trail of severed heads as he plows through the enemy ranks in the time-honored tradition of the Necksnappers. While riding, Morglum is able to swing both axes with no trouble, having beaten his boar into submission in a day-long head-butting contest. Defense: Bulak's Bloody Armor: Magic Heavy Armor, This old and well-worn suit of armor is encrusted with blood that will never wash off. Most of the blood seems to actually be Bulak's rather than that of his enemies, which is why Morglum is now the one wearing it. Still, rumor has it his final fight wasn't at all fair and that somehow the spirit of the long-dead Bulak is trapped inside, eager for revenge. This armor gives Morglum a potent magical barrier. However, if the barrier is overpowered, Morglum suffers twice the damage, as the bitter spirit of Bulak takes his revenge! Special: Mount: War Boar Additional Factors: -Morglum is good at maintaining order, even if he has to smash heads to do it. Orcs and Goblins are more disciplined when he's around. -Morglum is immune to intimidation techniques, magic or otherwise. -Natural Leader: Morglum is in charge or there will be trouble. He doesn't take kindly to anyone trying to occupy his natural position as general… this could cause trouble down the line, especially if he gets into it with Grimgor. Guy could get his back broken if he's not careful… Oglok the 'Orrible Mobility: 6 Training: 6 Max Range: Melee Preferred Range: Melee Oglok's Orc tribe lives in the Bad Lands and was defeated by Morglum Necksnapper's Black Orcs. Oglok was so overawed by the Black Ore leader that he decided to throw in his lot with Morglum. Since then he has fought in many battles alongside the Black Orcs, leading his Orc Boar Boyz against the Bretonnians at the Battle of Death Pass and against the Dwarfs of Karak Azul. Oglok is a gnarled old Orc whose craggy head bears the scars of many years fighting. His powers of leadership are second only to Morglum himself. Offense: Choppa Defense: Light Armor & Shield Special: Mount: War Boar Additional Factors: -Oglok is a veteran of many battles, and he is quite a skilled leader, when given the opportunity. Badruk 'Eadsplitta Mobility: 4 Training: 7 Max Range: Melee Preferred Range: Melee More than anything else, more even than kicking Gobbos, ’Eadsplitta likes fighting Dwarfs. They’re good in a scrap so he gets a worthwhile fight, they don’t break easily (not like Elves) so he gets a chance to flex his muscles, and they don’t run away in the middle of the fun. At least they never get far when they try. They are what is known to Orcs as ‘Skumgrod’ – ‘favorite enemies’ – and ’Eadsplitta has made his home in the mountains where he can be near them. The Grey Dwarfs of Karak-Norn know him well – if not from personal experience then by reputation. Actually, he has caused so many deaths down the years that there are few families who have not lost a relative or friend to Badruk or his boyz. It was way back in ’56 that Badruk appeared. Some said he trailed a wounded Dwarf prospector into the mountains. Some think he simply got lost after a raid. The truth is even stranger. He’d been in battle in the western foothills of the Worlds Edge Mountains, in the thick of the fray with the rest of his ladz, hacking and smashing the Empire fools that were trying to stop the green horde from spilling down the mountainside and ravaging the plains below. The militia were not winning. In fact, they were being massacred. Standing knee deep in blood and gore, Badruk roared with the sheer joy of the slaughter. There were few of the humies left now, fewer still that were in any state to put up a fight. In fact, the only one left anywhere near him was a wizened greybeard, all twisted and hunched, trying to sneak away from the disaster. A vicious smile broke over Badruk’ s face as he saw him stumble and fall. With practiced ease the Black Orc followed, moving over the blood-slick rocks towards the fallen pinkskin. One last taste of blood for his axe today. The humie was scrabbling about in an old leather bag, obviously looking for something. Then he found it, and turned his terrified face to Badruk. But the huge Black Orc was already upon him, and as Badruk raised his blood spattered axe for the final blow the humie’ s trembling voice croaked out his last words. “Sigmar forgive me,” he muttered, and threw a handful of sparkling blue powder at the huge Black Orc. For a moment Badruk was blinded by the dazzling glitter of the powder, but silly magic tricks wouldn’t save the humie. Down came Badruk’ s axe with the power of a thunderbolt, down it came to sink deep into the snow. Snow? Badruk blinked the sparkles from his eyes and gazed about him. No wizened old humie, no bodies, no ladz. In fact, completely different mountains, no battle and more snow than he’d seen since he fought with Grablag against the hairies in the north. Quite how the magic worked, nobody knew – perhaps the death of the caster was part of the spell. Whatever the cause, Badruk found himself hundreds of leagues from home. However, being a Black Orc, and a vicious one at that, he’d soon found a tribe of greenskins to boss about. Then he discovered the Dwarfs and the fun really began. It has been years now that Badruk ’Eadsplitta has lived in the Grey Mountains, plaguing the lives of the Dwarf prospectors and traders from Karak-Norn. His small band of greenskins and his tattered banner bedecked with trophies is a familiar, if unwelcome, sight to the local Dwarfs who have come to treat him as simply another natural problem, like the rockslides or the weather. Badruk has even taken to letting captives go so that he can fight them again later. Killing them when they’re bound just isn’t any fun, and if there’s one thing he likes more than kicking Gobbos it’s having a bit of fun with the Dwarfs. Offense: A big heavy choppa, and lots of slightly smaller choppas too, just in case. Badruk’s skill with a Great Axe has been honed by hundreds of battles in which he has perfected the simple (but effective) executioner’s strike. With the awesome strength of a Black Orc behind a crushing blow like this it’s hardly surprising that some foes can do nothing except die rather untidily when confronted by Badruk. Defense: Heavy Armor Special: Dwarf Trinket: Of the many trophies Badruk has taken from the Dwarfs over the years, this bauble is his favourite. He hasn’t any idea how it works, but there’s something appealing about the way it glints and sparkles, and he thinks it’s lucky. Certainly he’s survived a lot of really dangerous fights whilst wearing it. Once per battle, this talisman can cause an enemy to miss all their normal attacks. Does not apply to magic spells or special effects. Additional Factors: -Badruk is good at maintaining order, even if he has to smash heads to do it. Orcs and Goblins are more disciplined when he's around. -Badruk cannot be intimidated, magically or otherwise. Git Guzzler Mobility: 2 Training: 6 Max Range: Melee Preferred Range: Melee Shrewd and cunning, the Goblin King Git Guzzler has plotted long and hard to overthrow the fabled brewery of Josef Bugman. In a fungus-induced trance did Git first discover the existence of the hidden brewery. From that day he began sending his Goblin scouts to scour the land. For Git believed that with the destruction of the Dwarf settlement he could bribe other tribes to join him with the beer he'd steal and eventually form a mighty Waaagh! of his own, perhaps even to rival that of Grom the Paunch himself, whom Git has a great loathing for. Git Guzzler is huge for a Goblin, his mighty girth allowing him to push round his diminutive kin and even bully weak-willed Ores to do his bidding. He is also a fierce and dirty fighter, prone to outbursts of needless anger, which he often takes out on his nearest unfortunate minion. Offense: Da Wicked Edge: Guzzler's lethal magic axe has been sharpened to an impossible edge. It cuts through plate and mail with ease. Defense: Ugbrag's Lucky Shield: Ugbrag had this shield made for him by a captured Dwarf smith, but the smith forgot' to tell him that the enchantment only worked once in each battle…With this shield, the first attack to hit him, no matter how powerful, is totally ignored. Only works once per battle. Beer Gut: From supping large quantities of ale, Git Guzzler has an impressive beer gut. This disgusting flab offers some protection against the blades and arrows of his enemies. Special: Guzzler's Bad Brew: This is one of Git's own concoctions, so potent that any ordinary Goblin drinking it would be knocked unconscious from the slightest sip. For Git, supping from this brew may increase his strength or durability, it could send him into a rage or a blood-crazed frenzy, or it may make him blind stupid drunk. Additional Factors: -Git fears elves -Wrathful: 'The Git', as he is sometimes known, is miserable and prone to bouts of violent anger, brought on when he is drunk on his brews or sobering from their effects. -Git Guzzler and those with him will not panic. -Due to his girth, Git moves rather slowly in battle. ================= Kap'n Skabend & Slygit Mobility: 4 Training: 5 / 3 Max Range: Pistol / Knife Preferred Range: Melee Skabend is a malicious and calculating goblin. He has plagued the rivers of the Empire for many long years and grown wily and cunning in that time. His River Ratz are loyal and fearful of him. He is keen to catch up with his arch-enemy (the Dwarf Grim “Dead-eye” Grunnson) once more, having developed a persistent itch where his hand used to be. In battle he dons all the trappings of a traditional pirate, even down to a small parrot-like Squig called Skreek which site upon Skabends shoulder. Diminutive even by Goblin standards, Slygit is Skabend's not-so-trusted first mate. The only reason Skabend keeps him around is that the rest of the River Ratz have got quite attached to him, He was once struck by lightning while they war out on the river in a storm and miraculously survived. Since that fateful night the River Ratz believed that Slygit was blessed by Mork and is regarded as something of a lucky mascot. Offense: Skabend has Hacka's Sword of Hackin' : It was said, mostly by Hacka, that he fought alongside Azhag, and was the one who first proclaimed him 'the Slaughterer'. He also mentioned single-handedly killing Sigmar and being a drinking buddy of Gork (or possibly Mork). Whatever the truth, Hacka acquired this slender and rather Elven looking sword from somewhere strange and nobody ever felt much like asking where. Not after the last time, anyway. This sword is able to find gaps in the enemy's defense, regardless of the wielders weapon skill. He also has a hook for a hand and a flintlock pistol. Slygit has a pair of small knives that he uses to hack at the knees of his enemies. Defense: Skabend has light armor, Slygit is very lucky. Special: Skreek, Parrot Squig: A peculiar variation of the Squig, Skreek resembles a skinny, squig-like bird. His tiny wings are so small that he cannot fly very well but often flaps about in mid-air for a few seconds whilst he shouts warnings no his master. With this forewarning, Skabend is one step ahead of his enemies and can avoid their attacks. Special: Slygit's Bana: Slygit wears the Red liana on his back. It waves In the air madly as he cavorts and jumps all over the place, and is a source of much pride to the River Ratz. All Goblins who see Slygit resist panicking and rally. Additional Factors: -Enmity: Skahend has a deep abiding hatred of Grim “Dead-eye” Grunnson, it was him that gave him the hook hand that causes him so much discomfort. As such Skabend is scouring the river, waiting for the day that Grim crosses his path again. -Both have a fear of elves -Both are experienced at ship to ship combat. -Troglagobs: Skabend is drawn to the river like a moth to a flame. He is distantly descended from a scarcely- known species of Goblins called Troglagobs, which are natural river dwellers. Because of this, Skabend is almost semi-aquatic and swims with ease. -Lucky Git: Slygit is possibly the luckiest Goblin ever co have walked the face of the Old World. Certainly he has avoided death at the hands of his master many times! Grabnatz Sourbelly & Gulag Mobility: 4 Training: 5 Max Range: Several Hundred Meters / Melee Preferred Range: ^^ Grabnatz regards himself as the `Gratist Goblin Mind of Iz Time'. He is obsessed with experimentation, in particular the concoction of potions. He watches the Dwarfs and the men of the Empire with jealous eyes with their mastery of the fabled black powder. Inspired by the attack on the Dwarf Bugman's brewery, he has concocted a number of fungus brews. Trying many of the brews upon himself has had adverse effects on his digestive system. Not all his potions are useless, and certain among them have proven to have an explosive, if unpredictable, potential. Gulag is Grabnatz's faithful bodyguard. Dim-witted at best, Gulag is employed purely for his muscle and seldom leaves the Shaman's side, such is Grabnatz paranoia that someone will try to get at him for his inventive ideas. Offense: Grabnatz has a staff and a short sword, he is also a minor wizard who uses spells from the Lore of the Little WAAAGH! Staff of Sneaky Stealin' : Goblins are well known for their ability to treat other peoples' property as their own and this generous trait even extends to magical power. Grabnatz can use this staff to steal power from enemy magic users for his own use. Gulag has a choppa. Defense: Grabnatz uses magical barriers, Gulag has light armor and a shield. Gulag's head is especially hard and empty, and any injury to his head is usually just shaken off and ignored. Special: Dangly Wotnotz: This necklace made up of gnarled and splintered teeth, bits of broken bone and shattered beads is riddled with sorcerous power. Once during a battle, Grabnatz can draw on the energy in this trinket to give his spells a minor boost. Additional Factors: -Grabnatz is afraid of elves. -Bodyguard: Gulag is Grabnatz's bodyguard. Not the brightest of Orcs, he suffers being bullied and pushed around by Grabnatz quite gladly. He will always remain within CQC range of Grabnatz. -Gut Rot: The foul smelling brews Grabnatz has inflicted upon himself have meant he is troubled by a constant, chronic belly ache and is prone to noxious emissions from drinking his fungus brew. All units within CQC suffer in attempts to hit him. Grotsnag Mobility: 6 Training: 5 Max Range: Short Bow Preferred Range: Taunting Self proclaimed 'Scourge of da Black Mountins' and leader of the Red Tooth Bandits, Grotsnag fancies himself as something of a Goblin folk hero. He leads a small raiding force of Wolf Riders in the mountains and launches frequent ambushes throughout the southern Empire against Man and Dwarf alike. Despite his overblown opinion of himself, Grotsnag is cunning and possesses an uncanny knack of taunting his quarry into foolish and rash decisions, making them easy meat for him and his boyz. Offense: Wollopa's One Hit Wunda: Around the campfire, after the Orcs have drunk too much fungus beer to clout them, the Gobbos will talk in hushed tones of the rebellious Wollopa, of his tremendous weapon and his even more awesome ability to outrun even the fastest boar when he missed his target. It's a magic throwing stick that does more damage then a normal thrown stick. Grotsnag also has a short bow and is a moderate wizard in the Lore of da Little WAAAGH! Defense: Light Armor & Shield Special: Nobbla's 'Elmet: Given that it was made by Gobbos. Nobbla's 'Elmer is a fantastic piece of worksmanship - given that is was made by Gobbos. This helmet gives Grotsnag a powerful defense against both magic and non-magic attacks. Special: Taunt: Grotsnag has perfected an annoying method of taunting his enemies. He rains a barrage of insults, stupid faces and rude noises upon them to force his enemies to attack, leaving them vulnerable and exposed as he canters away, blowing a parting raspberry. Special: Mount: Snarler: A large wolf Additional Factors: -Grotsnag has a deep fear of elves. Durkol Eye-gouger Mobility: 4 Training: 7 Max Range: Melee Preferred Range: Melee Durkol is one of Da Immortalz, a trusted band of Black Orc warriors who have spent many years fighting in the name of Grimgor Ironhide. At the moment, he is tasked with keeping order and collecting tribute in and around the Howling Hills - a job only made bearable by the constant beatings he administers to "troublesome" Goblins. As Durkol regards all Goblins as troublesome, his whip arm is never short of exercise. Offense: Two large choppas, a great sword, and various smaller weapons. Defense: Heavy Armor Special: Collar of Zorga: This studded collar is inscribed with ancient glyphs entwined with the shapes of mysterious beasts. The wearer can stare imperiously at any beast that dares confront him and say, “Don even fink abart it!” or something like that, and the beast cowers before him. Works on mounts, warbeasts, monsters, and monstrous beasts, unless their handlers are really, really good at their job. Special: Bigged's Kickin' Boot: Bigged - an old and boastful Orc - made his last boast in front of an Empire cannon. Only his boots were recovered. His vengeful spirit lives on (the odor of his feet lingers forever). Gives Durkol a very powerful kick. Additional Factors: -Durkol can quell even the rowdiest of Boyz and get them to fight disciplined right. -Durkol is immune to attempts to sway his mind, magical or otherwise. -Durkol has a strong burning hatred for all non-Orc life. Grotfanger Mobility: 6 Training: 6 Max Range: Melee Preferred Range: Melee Grotfang is the Waaagh-boss of the Iron Fist tribe. The tribe was one of the most powerful ones, until margrave Frederik managed to besiege and successfully capture their fortress. Grotfang and a few of his tribe were lucky enough to escape. The margrave left the fortress and the captured land, which is considered sacred to Gork and Mork by the Orcs, to his subordinates to make a living for himself. The rest of the once proud Iron Fist tribe fumes with rage and expects Grotfang to lead a revenge campaign against the humans. Grotfang knows that if he wants to keep his position as Waaagh-boss, he has to act quickly and re-capture his tribe's former lands. Offense: Martog's Best Basha: Old Warboss Martog the Mauler had a vast collection of weapons – most of which were stolen from other owners. His most favouritist of all was a massive Dwarfen axe, heavy with runes and (since Martog’s possession of it) Dwarven blood. It increases Grotfang's strength, skill, and initiative. Defense: Light Armor & Shield Special: Mount: War Boar Additional Factors: Uzguz - Leader of the Scabbie Boyz Mobility: 6 Training: 6 Max Range: Melee Preferred Range: Melee Uzguz is the chieftain of a nomadic savage Orc tribe. His boyz roam the lands in search for easy pickings and oftentimes ally with other tribes if this serves their cause. Uzguz is not very bright, even for Orc standards and thus he relies on Nazgob's intelligence – which actually isn't any better. Uzguz has started to question Nazgob's qualities as a shaman and adviser recently, leading to a rapidly growing tension in the tribe. Offense: Shaga's Screamin' Sword: Uzguz wields a huge blade, which apparently makes him stronger, the more he rants and insults his foes. Defense: Light Armor & Shield Special: Mount: War Boar Additional Factors: -Long Live Our Boss! : Although Uzguz is the leader of a rather small Orc tribe, his people show respect and loyalty uncommon to any Orc individuals. Nazgob - Savage Orc Shaman Mobility: 4 Training: 7 Max Range: Battlefield Preferred Range: Melee Nazgob is Uzguz’s adviser. Most of the time he can be found in one of the many dark and damp mushroom caves somewhere in the wilderness, where he makes plans with other shamans. Therefore he is always up to date on what is going on in his vicinity – and he can tell the boyz which heads they can bash. Recently though Uzguz has begun to question his advice, and started thinking for himself more and more, leading to a rapidly growing tension in the tribe. Offense: Nazgob is a moderately powerful wizard who uses Lore of da Big WAAAGH! He also carries a choppa Defense: Magical Barriers Special: Skull Wand of Kaloth: Originally captured from the Necromancer Kaloth, this staff fascinated the Goblin Shaman Kazgi, who spent long hours trying to plumb its secrets — that is until his mysterious disappearance. At first glance this skull on a stick seems like any other Shaman's fetish, at least it does until the ancient headbone's eye sockets gleam with an unearthly glow. Then the jawbone moves and a voice as dry and raspy as the ages gone rattles out. It speaks in a language long forgotten, but its words hold a fell power that even simple beasts might recognize and rightfully fear: Should you be close enough to hear it tell its dread secrets and mouth its unholy curse, then that will be the last thing you ever hear, for its words are death. Should an enemy get within CQC range, the Wand can cast a curse on them. They must muster their willpower or else die instantly. Additional Factors: -Nazgob spends most of any battle is a frothing frenzy. Snagga - Big Orc Boss Mobility: 6 Training: 6 Max Range: Battlefield Preferred Range: Melee Snagga is regarded as one of Grotfang's best bosses. Snagga committed himself to move deeply into the old territories of his clan, which are now populated by humans in order to create as much chaos and mayhem as possible. Because of this he has gathered some of the hardest, meanest and brutal clan members to his cause. Offense: Large Choppas Defense: Light Armor & Shield Special: Mount: War Boar Special: The Horn of Urgok: Snagga possess a warhorn, carved in the form of a wild and wide opened mouth and painted with colorful Orc glyphs by Orc and goblin shamans. This enchanted item contains a powerful spell. When sounded, all friendly units rally and all enemy units feel a spike of fear in their hearts. With each use, their is a small chance that the magic will rebound on the bearer causing some damage. Additional Factors: -Snagga is especially cruel to those smaller then him, even by Greenskin standards. Goblins tend to avoid him altogether. Oddgit - Night Goblin Shaman Mobility: 4 Training: 7 Max Range: Battlefield Preferred Range: ^^ Oddgit is one of Grotfang's followers and acts as his advisor. As a shaman of the Night Goblin kindred, he has great influence over the Night Goblin tribes that forged an alliance with the Iron Fist tribe. Oddgit is a loyal servant and totally convinced of Grotfang's qualities as a leader – as long as the Waaagh-boss listens to his wise council at least! Offense: A moderately powerful user of the Lore of the Little WAAGH! He will also carry a knife or staff for melee Defense: Magical Barriers, being sneaky and staying behind the bigger units Special: Aaaaargh!-Mushrooms: Oddgit has a big bag full of carefully collected Aaaaargh!-Mushrooms, which are known for their devastating (well, in the eyes of a greenskin, funny) effects they have on goblins. These mushrooms are given to any Fanatics Oddgit deems worthy. This doubles the Fanatic's strength. Additional Factors: -Oddgit has a deep fear of elves. -Oddgit has a deep hatred for dwarfs. ARMY X-FACTORS Morale: 95: Orcs love to fight, and it would take something truly monumental to break their will to keep doing so… assuming you even could. The only reason this isn't a full 100 is because non-Orcs in the army don't share this trait, and it is possible for a smart Warboss to realize that maybe it would be better to perform a tactical retreat rather than have all his boyz die in one battle. Logistics: 85: Being fungal in nature the Greenskins produce their own ecosystem that provides an abundance of food, workers and other resources. They don't need supply lines like other armies, because they'll grow what they need simply by being there. The only thing this doesn't apply to is weapons and armor, which they'll either make from scraps or steal from others if they have to. Espionage: 5 / 65: Orcs aren't much for sneaking about. But Goblins are really, really good at it. Forest Goblins especially can wreck an army's day with some brutal sabotage. Magic, poison, and other trickery, can leave a force far to weak to face the greenskin tide the next day. Discipline: 25-30: Most Orcs are just barely able to hold formations long enough to get to the enemy then break apart into a rampage of fighting. Some are better at this then others, and certain Warbosses (Goblin and Orc) can enforce their will on their troops. Black Orcs, on the other hand would have a discipline score roughly double that. Army Intimidation: 85: An army of greenskins is a terrifying sight, with muscled behemoths, giant spiders, fanged squigs and many other beasts ready to tear you apart not for any ideological reasons, but just because that's what they think is fun. Reinforcement Rate: Swarm: Every greenskin available will want to fight, and the more fighting there is, the more greenskins will come. ADDITIONAL INFO -Biology: The Greenskins are often divided up into three main species, the Orcs, the Goblins and the Squigs. These Greenskins are unique in comparison to other races as their genetic makeup is entirely different compared to any other creature living within the known world. Theories abound that the Greenskin race harbor genetic traits of both animal and fungal life forms, and that it is this unusual biology that gives a Greenskin his remarkable constitution. The species green coloration could also be explained, Imperial scholars suggest, due to some form of algae or green fungus that permeates their cellular makeup. Such a substance could break down and repair damaged tissue at an incredible rate, accounting in part for the Orc's extremely durable metabolism. The physiology of the Greenskin race is also quite remarkable. As the Greenskins grows older and win battles against larger opponents, they are pumped with extreme doses of adrenaline and hormones that helps to increase their natural size and strength. These characteristics are the most common amongst the Orcs rather then the Goblins, as the Goblins are often bullied upon relentlessly, which would naturally stunt their growth process considerably. The Greenskins have also been theorized to reproduce by means of fungal spores. A fully-grown Orc or Goblin would release these spores continuously over his lifetime, which would then take root underground and grow into a plant-like womb that nourishes the bodies of various Greenskin species. This is the entire basis of the Greenskin ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and the fungus they feed on, then Goblins to build the Greenskin settlements, and finally the Orcs themselves. This means the Greenskins, wherever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they unleash their WAAAGH! across the known world. -WAAAGH! : All greenskins want to fight alongside a powerful Warboss who has built a reputation for leading his tribe to victories. This is partly because they all want to be on the winning side, but mainly because no mob wants to miss a good scrap. The biggest Warbosses lead their tribe to so many victories and cause such commotion that lesser tribes flock from far away to join the mighty commander. Thus the living tidal wave of destruction known to the greenskins as a WAAAGH! is born. A small WAAAGH! occurs when a few tribes unite to launch an attack, while a larger WAAAGH! is an epoch-changing invasion that draws Orcs and Goblins from many thousands of miles around. A WAAAGH! generates untold fervor amid the greenskins and sweeps violently over anything in its path, irrevocably changing the landscape and laying bare swathes of territory. Some WAAAGH! travel a short distance before dispersing, while others have crossed half the known world, charting a zigzag course as utterly unpredictable as the greenskins themselves. The largest WAAAGHs! are the stuff of legend - the earth shaking beneath the immense armies that gather to march forth and destroy. The devastation wrought by such invasions blots the sun behind palls of smoke, covering great portions of the world in a shroud of darkness. It is unknown how many Orc & Goblin tribes exist, for they seem to crop up everywhere. Greenskins proliferate quickly, a large force gathering in a fortnight, yet even a sizable horde can disperse overnight if the tribes fall out due to quarreling. As most Orcs & Goblins are nomadic, traveling where necessity (i.e. fighting and loot) take them, it is hard to gauge their numbers. The more civilized races of the world - Men, Elves, and Dwarfs, for example, know that there are greenskins in the wild regions, but whether they are massing for a great migratory invasion or merely drifting by in disorganized packs of unruly raiders is impossible to discern. Many of the largest invasions have come without warning, building up mass and momentum too quickly be foreseen. -The Greenskin Gods: There is no shortage of lesser deities or strange cults that catch on among the highly superstitious Orcs and Goblins. Far above any mere fetishes or minor idols, however, are the real powerhouses of the greenskin pantheon, the boisterous and belligerent brother-gods known as Gork and Mork. Greenskins do not call upon Gork and Mork for aid when they are in trouble, nor do Orcs and Goblins beseech them for gifts, such as softer or punier races might do. Instead, these war-gods and their infamous deeds serve as inspiration. Gork is brutal but kunnin' and his brother Mork is kunnin' but brutal. Every greenskin has complete and unquestioning faith that if he is brutal or kunnin' enough, he will join the gods after his death and continue the fight. The power of their gods is made visible to greenskins in many ways. The almighty phenomenon of the WAAAGH!, that almost spiritual calling to war that fills every greenskin with frenetic energy, is the will of Gork and Mork made manifest. Shamans, as greenskins call their wizards, are also directly connected to the gods. A Shaman can tap into that green power to blast foes or rouse greenskins to greater heights of violence. Clearly, however, such communication with the gods unhinges the minds of every Shaman. This explains their unusual rituals, trance-fits and other such shamanistic oddities. VICTORY GAINS With victory comes glory for the Greenskin race, and pride from Gork and Mork to the Warboss what accomplished it all. Weapons and Armor will be taken, as will any treasure or jewels. Orcs and Goblins don't really care for money, but it is shiny and they like that. Captives, if there are any, will be taken, likely to be eaten by Orcs, Goblins, Squigs, Giants, etc etc. Territory will be divided among Greenskins, so that they might war over it among themselves. Alliances with third parties are... unlikely to last long. It is possible that some might happen, if the third party promises them something they want (like the chance at a good fight), but eventually they'll figure they can fight the third party too. Thus, treaties with Greenskins don't last long, and likely won't last past a Greenskin victory.
Description I want featuring some coolest or greatest (even cuteness) characters from any games in one art. This work has already been shared by: TOKYOPOP Facebook www.facebook.com/TOKYOPOP/post… God of War Facebook www.facebook.com/photo.php?fbi… deviantART.com Facebook www.facebook.com/photo.php?fbi… EB Games Facebook www.facebook.com/274208315998/… Already Joined: Kratos (God of War, 2005) Lara Croft (Tomb Raider, 1996) Nathan Drake (Uncharted: Drake's Fortune, 2007) Bayonetta (Bayonetta, 2009) Solid Snake (Metal Gear, 1987) Duke Nukem (Duke Nukem, 1991) Lightning (Final Fantasy XIII, 2009) Alice (American McGee's Alice, 2000) Master Chief (Halo: Combat Evolved,2001) Elika (Prince of Persia, 2008) The Prince (Prince of Persia, 2008) Sora (Kingdom Hearts, 2002) Agent 47 (Hitman, 2000) Big Daddy (Bioshock, 2007) Little Sister (Bioshock, 2007) Sackboy (LittleBigPlanet, 2008) Travis Touchdown (No More Heroes, 2008) Yuna (Final Fantasy X, 2001) Doomguy (Doom, 1993) Ezio (Assassin's Creed II, 2009) Regina (Dino Crisis, 1999) John Marston (Red Dead Redemption, 2010) Samus Aran (Metroid, 1986) Crash Bandicoot (Crash Bandicoot, 1996) Link (The Legend of Zelda, 1986) Rikku (Final Fantasy X, 2001) Sam Fisher (Tom Clancy's Splinter Cell, 2002) Aya Brea (Parasite Eve,1998) Dante (Devil May Cry, 2001) Fox McCloud (Star Fox, 1993) Nico Bellic (Grand Theft Auto IV, 2008) Paine (Final Fantasy X-2, 2003) Sly Cooper (Sly Cooper and the Thievius Raccoonus, 2002) War (Darksiders, 2010) Hero (Dragon Quest VIII, 2004) Jessica Albert (Dragon Quest VIII, 2004) Monkey (Enslaved, 2010) Trip (Enslaved, 2010) Jade (Beyond Good & Evil, 2003) Spyro (Spyro the Dragon, 1998) Carl "CJ" Johnson (Grand Theft Auto: San Andreas, 2004) Klonoa (Klonoa: Door to Phantomile,1997) Tommy Vercetti (Grand Theft Auto: Vice City,2002) Demitri Maximoff(Darkstalkers, 1994) Morrigan Aensland (Darkstalkers, 1994) Pey'j (Beyond Good & Evil,2003) Alex Mercer (Prototype, 2009) Ivy (Soul Calibur, 1998) Siegfried (Soul Edge, 1996) Coco Bandicoot (Crash Bandicoot: The Wrath of Cortex, 2001) Crunch Bandicoot (Crash Bandicoot: The Wrath of Cortex, 2001) Cloud Strife (Final Fantasy VII, 1997) Jill Valentine (Resident Evil, 1996) Krystal (Star Fox Adventures, 2001) Mitsurugi (Soul Edge, 1996) Taki (Soul Edge, 1996) Tifa (Final Fantasy VII, 1997) Snow (Final Fantasy XIII, 2009) Laharl (Disgaea: Hour of Darkness, 2003) Ayumi (X-Blades, 2007) Cynder (The Legend of Spyro: A New Beginning,2006) Cole Phelps (L.A. Noire, 2011) Eddie Stubbs (Stub the zombie in Rebel Without a Pulse, 2005) Frank West (Dead Rising, 2006) Etna (Disgaea: Hour of Darkness, 2003) Flonne (Disgaea: Hour of Darkness, 2003) Cole McGrath (Infamous, 2009) Taokaka (BlazBlue: Calamity Trigger, 2008) Gordon Freeman (Half-Life, 1998) Alyx Vance (Half-Life 2, 2004) Faith Connors (Mirror's Edge, 2008) Chuck Greene (Dead Rising 2, 2010) Amaterasu (Okami, 2006) Momohime (Muramasa: The Demon Blade, 2009) Manuel "Manny" Calavera (Grim Fandango, 1998) Heather (Silent Hill 3, 2003) Kirby (Kirby's Adventure, 1990) Batman (Batman: Arkham Asylum, 2009) Ben (Full Throttle, 1995) Catwoman (Batman Arkham City, 2010) Eddie Riggs (Brütal Legend, 2009) Noel (BlazBlue: Calamity Trigger, 2008) Ophelia (Brütal Legend, 2009) Pikachu (Pokémon Red and Blue, 1996) Chell (Portal, 2007) Crypto (Destroy All Humans!, 2005) Guybrush Threepwood (The Secret of Monkey Island, 1990) Elaine Marley (The Secret of Monkey Island, 1990) Gwendolyn (Odin Spere, 2007) Chibiterasu (Ōkamiden, 2010) Viewtiful Joe (Viewtiful Joe, 2003) Gex (Gex, 1994) Squall Leonhart (Final Fantasy VIII, 1999) Rinoa Heartilly (Final Fantasy VIII, 1999) Nathan Spencer (Bionic Commando, 2009) Morrigan (Dargon Age Origins, 2009) Adam Jensen (Deus Ex: Human Revolution, 2011) Sonic (Sonic the Hedgehog, 1991) Tails (Sonic the Hedgehog 2, 1992) Knuckles (Sonic the Hedgehog 3, 1994) Jigglypuff (Pokémon Red and Blue, 1996) Chimchar (Pokémon Diamond and Pearl, 2007) Geralt of Rivia (The Witcher, 2007) Mario (Donkey Kong, 1981) Yoshi (Super Mario World, 1990) Tidus (Final Fantasy X, 2001) Luigi (Mario Bros, 1983) Juliet Starling (Lollipop Chainsaw, 2012) Claire Redfield (Resident Evil 2, 1998) Lord Zetta (Makai Kingdom: Chronicles of the Sacred Tome, 2005) Marcus Fenix (Gears of War, 2006) Dominic "Dom" Santiago (Gears of War, 2006) Sexy Silvia (Viewtiful Joe, 2003) Leon S. Kennedy (Resident Evil 2, 1998) Auron (Final Fantasy X, 2001) Commander Shepard (Male) (Mass Effect, 2007) Grayson Hunt (Bulletstorm, 2011) Hunter (The Legend of Spyro: Dawn of the Dragon, 2008) Jimmy Hopkins (Bully, 2006) Prinny (Prinny: Can I Really Be the Hero?, 2008) Abra ((Pokémon Red and Blue, 1996) Totodile (Pokémon Gold and Silver, 1999) Claud Speed (Grand Theft Auto III, 2001) Ada Wong (Resident Evil 2, 1998) Shadow (Sonic Adventure 2, 2001) Naughty Bear (Naughty Bear, 2010) Daniel Lamb (Manhunt 2, 2007) Chris Redfield (Resident Evil, 1996) Sheva Alomar (Resident Evil 5, 2008) Alex Shepherd (Silent Hill Homecoming, 2009) Hawke (Dragon Age II, 2011) Ragna (BlazBlue, 2009) Huepow (Klonoa: Door to Phantomile,1997) Chikorita (Pokémon Gold and Silver, 1999) Blinx (Blinx: The Time Sweeper, 2002) Henry Townshend (Silent Hill 4: The Room, 2001) Gene (God Hand, 2007) Red (Pokemon Red and Blue, 1996) Charizard (Pokémon Red and Blue, 1996) Cyndaquil (Pokémon Gold and Silver, 1999) Banjo 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Fabre (Tales of Abyss, 2005) Tear Grants (Tales of Abyss, 2005) Mieu (Tales of Abyss, 2005) Ratchet & Clank (Ratchet & Clank, 2002) Alicia (Bullet Witch, 2006) Olimar (Pikmin, 2001) Booker DeWitt (Bioshock Infinite, 2013) Elizabeth (Bioshock Infinite, 2013) Garcia Hotspur (Shadow of the Damned, 2011) Lillet Blan (Grim Grimoire, 2007) Nilin (Remember Me, 2013) Medic (Team Fortress 2, 2007) Heavy (Team Fortress 2, 2007) Raz (Psychonauts, 2005) Kat (Gravity Rush, 2012) Sir Daniel Fortesque (MediEvil, 1998) Dante (DmC: Devil May Cry, 2013) Alice Elliot (Shadow Hearts, 2001) Yuri Volte Hyuga (Shadow Hearts, 2001) Terra (Final Fantasy VI, 1994) Altair (Assassin Creed, 2007) Felicia (Darkstalkers, 1994) Jin (Tekken 3, 1997) King (Tekken, 1994) Hardboiled Chicken (Rocketbirds: Hardboiled Chicken, 2011) - Commissioned by equilibrik sandikarakhim.deviantart.com/a… Hateful Chris (Hateful Chris, 2001) - Commissioned by equilibrik sandikarakhim.deviantart.com/a… Arngrim (Valkyrie Profile, 1999) Serge (Chrono Cross, 1999) Kid (Chrono Cross, 1999) Shantae (Shantae: Half-Genie Hero, 2016) - Commissioned by Ratchetdeam30 sandikarakhim.deviantart.com/a… Kara (Zombie Parkour Runner, 2011) - Commissioned by Ratchetdeam30 sandikarakhim.deviantart.com/a… the protagonist (They Bleed Pixels, 2012) - Commissioned by Ratchetdeam30 sandikarakhim.deviantart.com/a… Saki Amamiya (Sin & Punishment, 2009) Travis Grady (Silent Hill Origins, 2007) Wreck-It Ralph (Wreck-It-Ralph, 2012) Vanellope von Schweetz (Wreck-It-Ralph, 2012) Fix-It Felix (Wreck-It-Ralph, 2012) Sergeant Tamora Jean Calhoun (Wreck-It-Ralph, 2012) Celes (Final Fantasy 6, 1994) Locke (Final Fantasy 6, 1994) Alyssa Hamilton (Clock Tower 3, 2002) Vincent Brooks (Catherine, 2011) Hiromi Tengenji (Burning Force, 1989) Raiden (Metal Gear Solid, 2001) Maxwell (Scribblenauts, 2009) Neku Sakuraba (The World Ends With You, 2007) Shiki Misaki (The World Ends With You, 2007) Tobi Masuyo (Baraduke, 1985) Mickey Mouse (Epic Mickey, 2010) Oswald the Lucky Rabbit(Epic Mickey 2, 2012) Wonder Momo (Wonder Momo, 1987) Gabriel Belmont (Castlevania: Lords of Shadow, 2010) Adel (Disgaea 2, 2006) Rozalin (Disgaea 2, 2006) Sherry Birkin (Resident Evil 6, 2012) Raidou Kuzunoha (Shin Megami Tensei: Devil Summoner, 1995) Karin Koenig (Shadow Hearts 2, 2001) Raziel (Legacy of Kain, 1999) Kain (Legacy of Kain, 1996) Vectorman (Vectorman, 1995) Glitch (Metal Arms Glitch in the System, 2003) Tali'Zorah (Mass Effect, 2007) Alucard (Castlevania: Symphony of The Night, 1997) Shanoa (Castlevania: Order of Ecclesia, 2008) Simon Belmont (Castlevania, 1986) Ryu (Street Fighter, 1987) Ken (Street Fighter, 1987) Soma Cruz (Castlevania: Hamony of Despair, 2010) Juste Belmont (Castlevania: Harmony of Dissonance, 2002) Ryudo (Grandia 2, 2000) Sarah Bryant (Virtua Fighter, 1993) The Overlord (Overlord, 2007) Dante (Dante's Inferno, 2010) Dart (Legend of Dragoon, 1999) Death (Darksiders 2, 2012) Balthier (Final Fantasy 12, 2006) Haohmaru (Samurai 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Alicia Melchiott (Valkyria Chronicles, 2008) Welkin Gunther (Valkyria Chronicles, 2008) Dillon (Dillon's Rolling Western, 2012) The Demi-Fiend (Shin Megami Tensei 3: Nocturne, 2003) Rick Taylor (Splatterhouse, 1988) Profesor Hershel Layton & Luke Triton (Profesor Layton, 2007) Leo (red Earth, 1996) Arbiter (Halo 2, 2004) Joel (The Last of Us, 2013) Ellie (The Last of Us, 2013) Sam Gideon (Vanquished, 2010) Dawn (Pokemon Diamond, Pearl, Pantinum, 2006) Pachirisu (Pokemon Diamond, Pearl, Pantinum, 2006) Hatsune Miku (Vocaloid, 2007) Jennifer Tate (Primal, 2003) Aigis & Palladium (Persona 3, 2006) Nathan Hale (Resistance: Fall of Man, 2006) Bigby Wolf (Wolf Among Us, 2013) Frog (Chrono Trigger, 1995) Robotic Unicorn (Robot Unicorn Attack, 2010) Jonathan Morris (Castlevania: Portrait of Ruin, 2006) Charlotte Aulin (Castlevania: Portrait of Ruin, 2006) Momiji (Ninja Gaiden Dragon Sword, 2008) Murphy Pendleton (Silent Hill: Downpour, 2012) Piers Nivans (Resident Evil 6, 2012) Kyle Hyde (Hotel Dusk: Room 215, 2007) Dean Stark (Wild Arms 5, 2006) Isaac (Golden Sun, 2001) Vexx (Vexx, 2003) Leon Belmont (Castlevania: Lament of Innocence, 2003) Virginia (Wild Arms 3, 2002) Ethan Mars (Heavy Rain, 2010) Dust and Fidget (Dust: An Elysian Tail, 2012) Hayato Kanzaki (Star Gladiator, 1996) Lucario (Pokemon Diamond and Pearl, 2006) Cammy White (Super Street Fighter 2, 1993) Hayden Tenno (Dark Sector, 2008) Bravoman (Bravoman, 1988) Jackie Estecado (The Darkness, 2007) Alis Landale (Phantasy Star, 1987) Butz (Final Fantasy 5, 1992) Emmet Graves (Starhawk, 2012) Corvo Attarno (Dishonored, 2012) Sam (Until Dawn, 2015) Mike (Until Dawn, 2015) Nowe (Drakengard 2, 2005) Legna (Drakengard 2, 2005) Frisk (Undertale, 2015) Strider Hiryu (Strider, 1989) Ib (Ib, 2012) Garry (Ib, 2012) Guile (Street Fighter 2, 1991) Jude Maverick (Wild Arms 4, 2005) Sub-Zero (Mortal Kombat, 1992) Ty (Ty the Tasmanian Tiger, 2002) Sebastian Castellanos (The Evil Within, 2014) Dirk the Daring (Dragon's Lair, 1983) Kya (Kya: Dark Lineage, 2003) Aya Drevis (Mad Father, 2012) Jacky Bryant (Virtua Fighter, 1993) Balloon Fighter (Balloon Fight, 1984) Sadler (Exile, 1988) Wander (Shadow of the Colossus, 2005) Red (Angry Bird, 2009) Knight & Fying Ostrich (Joust, 1982) Vyse (Skies of Arcadia, 2000) Phoenix Wright (Phoenix Wright: Ace Attorney, 2001) Maya Fey (Phoenix Wright: Ace Attorney, 2001) Akira Yuki (Virtua Fighter, 1993) Fina (Skies of Arcadia, 2000) Flappy Bird (Flappy Bird, 2013) Barry Burton (Resident Evil, 1996) Rudy Roughknight (Wild Arms, 1996) Kitana (Mortal Kombat 2, 1993) Alice (Bloody Roar, 1998) Sash Lilac (Freedom Planet, 2014) Liu Kang (Mortal Kombat, 1992) Headdy (Dynamite Headdy,1994) Reyn (Xenoblade Chronicles, 2010) The Hunter (Bloodborne, 2015) Miranda Bowen (Steel Harbinger, 1996) Papyrus (Undertale, 2015) Captain Commando (Captain Commando, 1991) The Boy (Limbo, 2010) Vaan (Final Fantasy 12, 2006) Cyborg (Rise of the Robots, 1994) Turtwig (Pokemon Diamond & Pearl, 2007) 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Belmont (Castlevania 3: Dracula's Curse, 1989) Soldier 76 (Overwatch, 2016) Cody Travers (Final Fight, 1989) Guy (Final Fight, 1989) Mike Haggar (Final Fight, 1989) Zen (Rumble Fish, 2005) Caim (Drakengard, 2003) Angelus (Drakengard, 2003) Mercy (Overwatch, 2016) Taizo Hori (Dig Dug, 1982) Minato Arisato (Persona 3, 2006) Orpheus (Persona 3, 2006) Gillius Thunderhead (Golden Axe, 1989) D. 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Kenny (Star Ocean: The second Story, 1998) Rena Lanford (Star Ocean: The second Story, 1998) Celine Jules (Star Ocean: The second Story, 1998) Jim Raynor (Starcraft, 1998) Tentomon (Digimon World 2, 2000) Apollo Justice (Apollo Justice: Ace Attorney, 2007) Trucy Wright (Apollo Justice: Ace Attorney, 2007) Miku Hinasaki (Fatal Frame, 2001) Mio Amakura (Fatal Frame 2: Crimson Butterfly, 2003) Rei Kurosawa (Fatal Frame 3: The Tormented, 2005) Ruka Minazuki (Fatal Frame: Mask of the Lunar Eclipse, 2008) Yuuri Kozukata (Fatal Frame: Maiden of Black Water, 2015) Toan (Dark Cloud, 2000) Rau Utu (The Mark of Kri, 2002) The Nerd (Angry Video Game Nerd Adventures, 2013) Ronan O' Connor (Murderer Soul Suspect, 2014) Brick (Borderlands, 2009) Lilith (Borderlands, 2009) Beat (Jet Set Radio, 2000) Gum (Jet Set Radio, 2000) Ori (Ori and the Blind Forest, 2015) Naru (Ori and the Blind Forest, 2015) The Sniper (Team Fortress 2, 2007) Soldier (Team Fortress 2, 2007) William Bishop (Ace Combat: Assault Horizon, 2011) Barbarian Hero (Black Tiger, 1987) Arc (Arc the Lad, 1995) Wonder-Red (The Wonderful 101, 2013) Wonder-Blue (The Wonderful 101, 2013) Aarbron (Shadow of the Beast, 1989) Maya Amano (Persona 2: Innocent Sin, 1999) Maia (Persona 2:Innocent Sin, 1999) Veigue Lungberg (Tales of Rebirth, 2004) Nameless Red-shirted Boy (Inside, 2016) Captain John "Soap" MacTavish (Call of Duty 4: Modern Warfare, 2009) Zero (Drakengard 3, 2013) Mikhail (Drakengard 3, 2013) Ryo Hazuki (Shenmui, 1999) David Young (D4, Dark Dreams Don't Die, 2014) Arche Klein (Tales of Phantasia, 1995) Cress Albane (Tales of Phantasia, 1995) Mint Adenade (Tales of Phantasia, 1995) Scout (Team Fortress 2, 2007) Marisa Kirisame (Touhou Project, 1996) Blue (Saga Frontier, 1997) Red (Saga Frontier, 1997) Asellus (Saga Frontier, 1997) Mondo Zappa (Killer is Dead, 2013) Alicia (Valkyrie Profile 2 Silmeria, 2006) Sakura Shinguji (Sakura Taisen, 1996) Gomamon (Digimon World 2, 2000) The Ashen one (Dark Soul 3, 2016) King Dedede (Kirby's Dream Land, 1992) Max Payne (Max Payne, 2001) Edward Kenway (Assassin's Creed 4, 2013) The Sole Survivor (Fallout 4, 2015) Chandelure (Pokemon x and y, 2013) Roger Wilco (Space Quest, 1986) The Nameless One (Planescape: Torment, 1999) Tron Bonne & Servbot (The Misadventure of Tron Bonne, 1999) Reimu Hakurei (Touhou Project, 1996) Madotsuki (Yume Nikki, 2004) Handsome Jack (Borderlands 2, 2012) The Stranger (Furi, 2016) Donatello (Teenage Mutant Ninja Turtles, 1984) Leonardo (Teenage Mutant Ninja Turtles, 1984) Michelangelo (Teenage Mutant Ninja Turtles, 1984) Raphael (Teenage Mutant Ninja Turtles, 1984) Male Protagonist (Legend of Mana, 1999) Female Protagonist (Legend of Mana, 1999) Cherubi (Pokémon Diamond and Pearl, 2007) Patamon (Digimon World, 1999) Jack Cooper (Titanfall 2, 2016) William Adams (Nioh, 2017) Talion (Middle-earth: Shadow of Mordor, 2014) Vic Viper (Gradius, 1985) Alcatraz (Crysis 2, 2011) Hana Tsu Vachel (Fear Effect, 1999) Rain Qin (Fear Effect, 1999) Miles Upsur (Outlast, 2013) Waylon Park (Outlast: Whistleblower, 2014) Veemon (Digimon World 2, 2000) Teriermon (Digimon Rumble Arena, 2001) Guilmon (Digimon Rumble Arena, 2001) Ash (Phantom Brave, 2004) Marona (Phantom Brave, 2004) Venom Snake (Metal Gear Solid V: The Phantom Pain, 2015) Jack Russel (Radiata Stories, 2005) The Protagonist (Saint Row IV, 2013) Meat Boy (Super Meat Boy, 2010) Ashley Riot (Vagrant Stories, 2000) Chelnov (Atomic Runner Chelnov, 1988) Prier (La Pucelle: tactics, 2002) Cornet (Rhapsody: A Musical Adventure, 1998) Tatsuya Suou & Apollo (Persona 2: Innocent Sin, 1999) Samanosuke Akechi (Onimusha: Warlords, 2001) Fio Germi (Metal Slug 2, 1998) Wii Fit Trainer (Wii Fit, 2007) Reid Hershel (Tales of Eternia, 2000) Black Orchid (Killer Instinct, 1998) Jago (Killer Instinct, 1998) Kharg (Arc the Lad: Twilight of the Spirits, 2003) Darc (Arc the Lad: Twilight of the Spirits, 2003) Hawkmon (Digimon Tamers: Brave Tamer, 2001) Alien Hominid (Alien Hominid, 2004) Ellen (Folklore, 2007) Keats (Folklore, 2007) Keil Fluge (Panxer Dragoon, 1995) Gunfolt (Azure Striker Gunfolt, 2014) Derek Styles (Trauma Center, 2005) Barbarian (Diablo 3, 2012) Wizard (Diablo 3, 2012) Demon Hunter (Diablo 3, 2012) Tomba (Tomba!, 1997) Max (Dark Cloud 2, 2002) Monica (Dark Cloud 2, 2002) The protagonist (Persona 5, 2017) Arsene (Persona 5, 2017) Angemon (Digimon World, 1999) Croc (Croc: Legend of Gobbos, 1997) Scott Ryder (Mass Effect Andromeda, 2017) Sara Ryder (Mass Effect Andromeda, 2017) Peebee (Mass Effect Andromeda, 2017) Jaal Ama Darav (Mass Effect Andromeda, 2017) Javier Garcia (The Walking Dead: A New Frontier, 2016) Aloy (Horizon Zero Dawn, 2017) Noctis Lucis Caelum (Final Fantasy XV, 2016) Mark & Bert (Monster Party, 1989) Note: This picture with helped by
By Keith Mahne The 1963 issue of National Geographic magazine provided an amazing snapshot of what the Disney company was like in '63. This lavish article your about to see is all about Walt Disney and Disneyland. The article is truly spectacular at 50 pages in length! Including some of the best photos of Disneyland at that time, it also boasts a three page fold out map of the park and, on the reverse side, a nice three page panorama shot of the Rivers of America. Let's take a look at it all in today's new article... The Magic Worlds of Walt Disney By ROBERT DE ROOS Illustrations by National Geographic photographer THOMAS NEBBIA ONE AUTUMN EVENING in 1928, a new actor appeared at the Colony Theatre in New York in a movie called Steamboat Willie, the first cartoon ever produced with sound. He had ears bigger than Clark Gable’s, legs like rubber hose, a grin wider than Joe E. Brown’s, and a heart of gold. His name was Mickey Mouse. Beginning that night, Mickey and his creator, Walt Disney, grabbed the world’s funny bone and have never lost their grip. The New York Times praised the new film as “ingenious.” “A wow!” cried the Weekly Film Review. Thus was born history’s most influential mouse. Mickey led the way in the development of animation as a new art, to the exploration of the world of animals and faraway people and of their adventures and geography. Mickey Mouse has skipped from triumph to triumph - always preceded by three words in big letters: “Walt Disney presents.” Mickey is featured in comic strips and books in 15 languages, became the star of television’s Mickey Mouse Club, and, finally, founded a magic kingdom called Disneyland. He is Topolino in Italy, Mik-kii Ma-u-su in Japan, Raton Mickey in Mexico, Micky Maus in Germany, Mikki Hiiri in Finland, and just plain Mickey in scores of other lands. He is known around the world - always with approbation and love. Mickey, a versatile fellow, has been everything from farmer and magician to great lover and fire chief. He has directed planets and comets in their courses. He has defied time, space, and gravity. But, though bound to win, he has always fought the clean fight. True to character, “Mickey Mouse” was the designation in World War II for diagrams of convoy movements toward Normandy’s D-day beaches, and Mickey rode into battles as the insigne on hundreds of ships and planes. When King Bhumiphol of Thailand presented Walt Disney with a medal, he said quietly for Walt’s ear alone: “This is an honor from my government, but more than that, it comes from me. I grew up on your cartoons.” Franklin Roosevelt demanded Mickey in the White House. Dowager Queen Mary of Britain liked to find Mickey on the bill when-ever she went to the movies. It can be said that Walter Elias Disney, the man, and Mickey, the mouse, have made a lasting impact on mankind. 700 Awards From Around the World Last fall, in Walt Disney’s outer office at the studio in Burbank, California, I got a glimpse into the dimensions of this durable pair, 35 years after the mouse clicked in the fertile Disney mind. In cases ranged along the walls, on shelves and tables are some of the more than 700 awards the Disney organization has received (page 167). There are dozens of medals, citations, and plaques from appreciative governments attesting the international amity created by Disney’s make-believe characters Mickey, Donald, Goofy the dog, and all the others. Walt once sent a proud director home with a newly won Oscar. “How did the family like it?” he asked next day. “The kids weighed it first thing,” the director said. “You might like to know an Oscar weighs 6 pounds, 12 ounces on our bathroom scale.” The awards from the film industry mean most to Walt. But he is proud that conservation groups have also recognized his interest in protecting wildlife. He is proudest, perhaps, of the Audubon Society Medal awarded in 1955. Walt’s office has become so crowded that recently four cabinets of awards were placed in the studio commissary. Some of the employees promptly nicknamed the commissary “the awards room.” Disney Films Used in Teaching Although Walt constantly denies he is an educator, his nature films, which he calls True-Life Adventures, have received accolades from educators. Films like Seal Island, In Beaver Valley, and The Living Desert were pioneering achievements. Walt’s early edict for them and all the True-Life Adventure pictures was to get the complete natural history of the animals with no sign of humans: no fences, car tracks, buildings, or telephone poles. This concept, plus the intimacy, the extreme close-up view of the animal, completely won the public. The True-Life Adventures; films of the nomadic Blue Men of Morocco, Japanese fishermen, Siam, the Alaskan Eskimo, and Switzerland; Donald Duck’s adventures in Math-magic Land; the man-in-space series, with technical advice by Wernher von Braun; Disney safety films, and many others are a solid part of the curriculum for thousands of school children, not only in the U. S. but abroad - including countries under Communist control. I first saw Walt Disney sitting at a low coffee table, wearing his usual working garb: a short-sleeved sport shirt with a woolen tie, slacks, and a sleeveless alpaca sweater. An aerial photograph of Disneyland dominated one wall. There were photographs of his family, including his five grandchildren; the Disney coat of arms; his first Academy Award. “That first Oscar was a special award for the creation of Mickey Mouse,” he said. “The other Academy Awards belong to our group, a tribute to our combined effort. The whole thing here is the organization. And the big problem was putting the organization together. “Look at Disneyland,” he went on, waving toward the aerial photograph. “That was started because we had the talent to start it, the talents of the organization.” “What’s your role?” I asked. “You know, I was stumped one day when a little boy asked, ‘Do you draw Mickey Mouse?’ I had to admit I do not draw any more. ‘Then you think up all the jokes and ideas?’ ‘No,’ I said, ‘I don’t do that.’ Finally, he looked at me and said, ‘Mr. Disney, just what do you do?’” ‘Well,’ I said, ‘sometimes I think of myself as a little bee. I go from one area of the studio to another and gather pollen and sort of stimulate everybody.’ I guess that’s the job I do. I certainly don’t consider myself a businessman, and I never did believe I was worth anything as an artist.” Until a few years ago, Walt was president of the company, Walt Disney Productions. He resigned and was made board chairman. His older brother Roy became president. Then Walt, tired of signing things, resigned as chairman too. Walt laughed at the memory. “Now my only title is executive producer. I’m the boss of everything that’s produced here. I work on story ideas and gags; I work on every script, writing dialogue and planning scenes. When the story is set, I turn it over to the boys, and they make it. “We film 25 new stories for television and six feature-length pictures a year - and, of course, we think up ideas for the park, Disneyland. The corporation gets its vitality from what we create.” The corporation exhibits considerable vitality: In 1962 this magic world showed a gross income of $74,059,000—more than $20,000,000 from Disneyland alone - and a net of $5,263,000. The Secret Life of Mickey Mouse All this vitality stems from a mouse that was conceived in desperation, gestated in secrecy, and almost died at birth. In the fall of 1927, Walt Disney returned to Hollywood from New York without a staff and without a star. He had gone east to negotiate a new contract for his series Oswald the Rabbit. His distributor refused to meet his price and threatened to lure his whole organization away. “I’ve already signed all your animators,” the distributor told Walt. Walt and Lillian Disney, his bride of two years, had a doleful trip across the continent. Walt needed a whole staff of animators. He also needed a new character fast. The idea for Mickey Mouse was born on the train. “I’ve got it,” Walt told Lilly. “I’ll do a series about a mouse. I’m going to call him Mortimer Mouse.” Lilly Disney frowned. “I like the idea, but Mortimer sounds too dignified for a mouse.” Walt thought a few minutes. “All right, we’ll call him Mickey Mouse. Mickey has a good, friendly sound.” In Hollywood, Walt and Roy Disney and chief animator Ub Iwerks, now director of technical research, began work on Mickey. The defecting animators were still at the studio finishing the Oswald contract, and Walt did not want them to know he was starting a new series. So Ub Iwerks was sequestered in a locked office, and there in four hectic weeks, he animated an entire Mickey Mouse cartoon. That first Mickey was entitled Plane Crazy, a bit of nonsense inspired by the Lindbergh flight. To get the drawings inked and painted on celluloid for the camera, Walt set up tables in his garage at home. There, Lillian Disney, her sister, and Roy’s wife Edna did the job. A cameraman returned to the studio at night to put the pictures on film. When Walt took the movie to New York, distributors were not interested. They were also not interested in a second Mickey, produced while Walt was traveling. Mickey Saved by Plinks and Toots Mickey was close to death. But he was literally saved by the bell - bells, whistles, plinks, and toots. Sound had made its first real impact on motion pictures with the release of The Jazz Singer in the fall of 1927. Walt decided to try it. He and Iwerks rigged a homemade radio with a microphone. They put up a white sheet as a screen and, with two helpers, stood at the mike behind it with noisemakers, a mouth organ, and a xylophone. For six hours, Roy projected a short bit of animation from Steamboat Willie, the third Mickey film. The sound makers watched the image and whanged away. It was ragged, but it convinced them that sound was for cartoons. Walt hurried to New York with the film, and there Steamboat Willie was completed with sound. And it was ingenious and funny sound which transcended the mere novelty of actors singing or mouthing lines. Sound was added to the first two Mickeys. Suddenly and dramatically, evervbody wanted the talking mouse. Walt and the mouse have come a long way since. Nothing about Walt Disney’s background easily explains his success, though he began to draw at an early age. His father, Elias Disney, was a carpenter in Chicago when Walter Elias Disney was born there in December of 1901. When Walt was four, the family there were three older brothers and a younger sister moved to Marceline, Missouri. Walt still recalls the horsecar ride to the railroad station. At Marceline, one of Walt’s first chores was to herd the pigs on the family farm. The Disneys were forced to sell the farm, and in 1910 moved to Kansas City, Missouri. There Walt’s father bought a paper route with 800 customers. Roy and Walt were delivery boys. They started work at 4:30 in the morning and made their rounds on foot. The family moved back to Chicago in 1917. Walt went to high school, attended the Academy of Fine Arts, and took correspondence courses in cartooning. He also worked at the post office sorting mail and delivering letters. “As long as I can remember, Walt has been working,” Roy Disney told me. “He worked in the daytime and he worked at night. Walt didn’t play much as a boy. He still can’t catch a ball with any certainty.” When Walt was 16, he joined an American Red Cross unit as an ambulance driver, but he did not set overseas until after the Armistice. He had 11 months in France, then went to Kansas City and set up as a commercial artist. He finally landed with the Kansas City Film Ad Company in 1920, preparing animated commercials for silent-movie houses. Walt recalls those days. “The pull toward Hollywood became strong. Animation was big there, and if I couldn’t be successful at that, I wanted to be a director or a writer.” In 1923 he went off to Hollywood with $40 in hand, and for two months tried to hitch on at the studios. His $40 disappeared. “Before I knew it, I had my animation board out,” Walt recalls. He finally got an offer for twelve cartoons - Alice in Cartoon-land at $1,500 each. “I talked my big brother Roy into going in with me,” Walt told me. “I couldn’t get a job, so I went into business for myself.” Business was good. Alice was followed by the successful Oswald the Rabbit series. Then came Mickey. “The mouse gave us an opportunity to improve the cartoon medium,” Walt says. Experiment and expansion began in 1929 with the first Silly Symphony, in which music played a key role. Walt worked at the studio all day and every night. Only in recent years has he mastered the compulsion to work all the time. “I still take scripts home,” he told me, “but I don’t read them at night. It’s a temptation to peek, but I wait until morning. I used to read at night and then worry until morning. I used to be tied up all night, but no more.” Donald Duck Becomes a Star Walt’s next enthusiasm was Technicolor’s new three-color process for film. A Silly Symphony, Flowers and Trees, was already fully photographed in black and white. Walt decided to remake it in Technicolor. It was a gamble, since Technicolor was extraordinarily expensive. The picture was made in color and caused a revolution in the animated-cartoon industry. In 1932 it became the first cartoon to win an Oscar. Some of Walt’s funniest pictures were Silly Symphonies - notably The Three Little Pigs and The Tortoise and the Hare. In 1934 Donald Duck made his first sputtering appearance in The Wise Little Hen. That egregious fellow became an immediate hit—and now has surpassed Mickey as the star of the stable. “We’re restricted with the mouse,” Walt told me. “He’s become a little idol. The duck can blow his top and commit mayhem, but if I do anything like that with the mouse, I get letters from all over the world. ‘Mickey wouldn’t act like that,’ they say.” Scenes Gain Depth and Motion As the pictures were ground out, the art of animation progressed. Characters were being drawn in the round and in perspective, as contrasted with the first flat figures. But Walt was never satisfied. “I knew that locomotion was the key,” he told me. “We had to learn to draw motion. Look, pull your hand across your face and you’ll see what I mean. You don’t see a single hand; it’s sort of stretched and blurred. We had to learn the way a graceful girl walks, how her dress moves, what happens when a mouse stops or starts running.” Disney set up an elaborate school for his artists. “It was costly, but I had to have the men ready for things we would eventually do.” What “we would eventually do” was Snow White and the Seven Dwarfs, the first feature-length cartoon. When word of this project got around Hollywood, many movie people said Disney was making his biggest mistake. “They were thinking of the short - thought we were just going to string some together,” Walt said. “But we had a story to tell. They couldn’t get that through their heads.” While his artists were training, Walt had technicians working on a new kind of camera he planned to use for Snow White. He was no longer satisfied with just round figures; now he wanted the illusion of depth. To achieve this, he developed the radically different “multiplane” camera and won an Academy Award for it. In photographing animated films, three separate drawings are usually involved, each done on a sheet of transparent celluloid. One shows the foreground, one the animated figures, and the last the background. Before the multiplane camera, the three celluloids were simply stacked together and the camera shot through them all, giving a flat image. With the multiplane, more than three celluloids could be used, and they could be placed in different planes, sometimes as much as three feet apart. The camera could focus in and out among these planes to give an astonishing effect of depth and motion. Snow White brought up a new problem. “We had to learn how to put personality into the characters,” Walt told me. “Up to Snow White, we’d just had stock characters.” A Disney artist enlarged on the theme. “Remember in Snow White when the dwarfs had the pillow fight and Dopey ended up with a single feather?” he asked. “Remember how he fluffed it out and lay down with it under his head? It was funny, but more, it was Walt’s way of expressing what kind of character Dopey is and creating audience sympathy for him.” Snow White cost one and a half million dollars, and the bankers became restive before it was completed. Walt reluctantly had to show a man from the bank the unfinished product to try to retain their confidence. “We needed a quarter of a million dollars to finish the picture, so you can guess how I felt. “He sat there and didn’t say a word,” Walt told me. “Finally the picture was over and he walked to his car, with me following him like a puppy dog. Then he said, ‘Well, so long. You’ll make a pot of money on that picture.’ So we got the money.” Snow White and the Seven Dwarfs went on to make theatrical history and brought many honors to Disney. In 1938 Yale gave him an honorary master of arts. In presenting him as a candidate for the degree, Professor William Lyon Phelps said: “One touch of nature makes the whole world kin, and Walter Disney has charmed millions of people in every part of the earth… He has endeared America to the hearts of foreigners.” That same year brought honorary degrees from Harvard and the University of Southern California. (In 1960 Walt received an honorary diploma from the Marceline, Missouri, high school, which was pleasant, since he had never finished high school.) After Snow White came other feature-length cartoons: Pinocchio, Fantasia, and Bambi. Fantasia, released in 1940, started out to be a kind of super Silly Symphony for Mickey Mouse, with Leopold Stokowski directing a full orchestra in The Sorcerer’s Apprentice. Walt built it into something more, a brilliant combination of animation and fine music from Beethoven’s Pastoral Symphony to Stravinsky’s Rite of Spring. Fantasia introduced stereophonic sound 15 years before it was generally used in motion pictures. Bambi Points Way to Nature Films Bambi was the fictionalized story of a deer, and the animal studies it involved made it the forerunner of one of Disney’s” most important contributions: the True-Life Adventure films, about live animals in nature. “One thing always leads to another around here,” Walt told me. “In Snow White, we had cute little animals, more on the fantasy side. In Bambi we had to get closer to nature. So we had to train our artists in animal locomotion and anatomy.” Walt introduced live animals into the studio, deer and rabbits and skunks. “But they were no good,” he says. “They were just pets. So we sent the artists out to zoos, and all we got were animals in captivity. Finally, I sent out some naturalist-cameramen to photograph the animals in their natural environment. “We captured a lot of interesting things and I said, ‘Gee, if we really give these boys a chance, I might get something unique!'” But the war intervened: Walt Disney Productions became virtually a war plant for the duration. Disney training films for the Army and Navy, pictures for bond drives, and similar projects made an important contribution to our war effort. As one of his first postwar projects, Walt sent Alfred Milotte and his wife Elma to Alaska. They sent back miles of film. In the footage or mileage Walt stumbled on one of the great stories of nature: the saga of the fur seals coming up from the sea to crowded island beaches in the Pribilofs, there to calve and mate. The Milottes caught the cruel and mysterious reality of the fur seal - the courting and mating, the fury of the bulls defending their harems against bachelor seals, with babies being trampled and crushed in the turmoil. And, in the end, the eerie disappearance of the herds into the sea. The picture was Seal Island. It won an Oscar as 1948’s best two-reel subject. This success was followed by another, In Beaver Valley. Walt will go to the nth degree to get perfection, and for this film he kept cameraman-naturalist Milotte in the wilds for more than a year, studying the beaver’s life habits as he photographed. Out of Milotte’s footage came the story of a talented, fascinating animal. The True-Life Adventure pictures used techniques learned in cartoons. “Any time we saw an animal doing something with style or personality say a bear scratching its back we were quick to capitalize on it,” says a Disney writer. “Or otters sliding down a riverbank humorous details to build personality. “This anthropomorphism is resented by some people they say we are putting people into animal suits. But we’ve always tried to stay within the framework of the real scene. Bears do scratch their backs and otters are playful.” Old Indian Trick Still Works The cameramen spent months in primitive areas, in African heat, in Alaskan blizzards, in South American jungles. A film by Murl Deusing for a National Geographic Society lecture formed the basis of many important sequences in Nature’s Half Acre, and many of the Society’s lecturers over the years have contributed footage to Disney nature films. Disney’s cameramen-naturalists worked with telescopic lenses, zoom lenses, time-lapse cameras, and underwater cameras; from behind elaborate blinds, high in the treetops, and from fixed platforms. Tom McHugh, photographing a buffalo herd for The Vanishing Prairie, found he could not get close enough, even with a telescopic lens. Then he remembered an Indian trick. He covered himself with a buffalo skin and sneaked in for close-ups. James Algar, the writer and director of The Vanishing Prairie, recalls being surrounded by the torrential rush of buffalo. “I’d always heard of the thundering herd, and the herd thundered all right. But what I had never heard of was the sibilant, silken swish which accompanies the stampeding buffalo. It was even more terrifying than the thunder.” Alfred and Elma Milotte spent almost three years in Africa photographing The African Lion. One of their notable sequences shows a rhinoceros bogged in a water hole, helpless and raging. The, exertions and grunts of the doomed rhino attracted an audience of jungle creatures. Birds added their raucous cries. Antelope watched. An elephant surveyed the scene, panicked, and ran away. A baboon sat on the bank thoughtfully, as though trying to contrive some plan that would be of help. Enraged Rhino Charges Benefactors In the film the rhino was left to die. Actually, the Milottes decided to rescue him. Dodging the desperate animal, they got a stout rope under his head and rump, tied the line to a truck, and pulled him free. The rhino was ungrateful. Once on dry land, he charged the truck, and they barely managed to get away. The Milottes brought back much distinguished footage. They recorded a leopard lurking in a thorn tree above a herd of wildebeests, showed him drop on a calf and drag it back into the tree for his meal. They also filmed the kill of an antelope by a lion. Other outstanding film records were produced by Disney’s naturalist-photographers: a bobcat in hot pursuit of a marten; the private lives, births, mating, and the search for food of the pine squirrel, golden eagle, raccoon, and crow; a goshawk striking a flying squirrel in mid-air. They also recorded a goshawk slamming into photographer Paul Kenworthy’s shoulder as he worked high in a tree to film close-ups of its young. As the technique improved, the photographers worked in compounds sometimes as big as 50 acres. “It was a short cut” a writer told me. “We’re not faking nature. We gave the animals the opportunity to appear before the camera. “Take the spectacular shot of the screaming bobcat scrambling to the top of a saguaro in The Living Desert. It may have been taken in a compound but it wasn’t faked. The cat streaked up that cactus because he was frightened by wild pigs. “When we follow the animals underground, we of course expose their tunnels. In Perri, the squirrel goes underground. We spent days conditioning her to the bright lights needed for color photography. Then, when we came to shoot, she didn’t pay any attention to us. We wondered if she had needed conditioning at all.” “Our naturalist-photographers probably wound up knowing as much about animals they photographed as anyone around including the scientists,” Walt said. “I don’t think there’s an animal on the North American Continent we don’t have coverage on.” Merely documenting the lives of wild creatures was not enough. The cameramen’s footage contained drama, but it took the dramatist’s hand to make it coherent. A fascinating fragment of one of Walt Disney’s critiques taken down during a screening of The Living Desert survives and shows him at work: “In sequence where tortoises are courting, Walt said: They look like knights in armor, old knights in battle. Give the audience a music cue, a tongue-in-cheek fanfare. The winner will claim his lady fair…. “Pepsis wasp and tarantula sequence: Our heavy is the tarantula. Odd that the wasp is decreed by nature to conquer the tarantula. When her time comes to lay eggs, she must go out and find a tarantula. Not strength, but skill helps her beat Mr. Tarantula…. “Then the hawk and the snake. Our other heavy is the snake…. With wasp and tarantula it’s a ballet or more like a couple of wrestlers. The hawk should follow. Tarantula gets his and then Mr. Snake gets his… Pepsis wasp doesn’t use brute strength, but science and skill. Should be ballet music. Hawk uses force and violence. One could follow the other and have a different musical theme as contrast.” Nature Documentaries With a Plot Walt has an amazing capacity to dramatize his work. When he is in a story conference, he takes the parts himself. Before Snow White he gave a four-hour performance of the entire picture, taking all the parts from Snow White to the smallest rabbit. “That one performance lasted us three years,” an animator told me. “Whenever we’d get stuck, we’d remember how Walt did it that night.” Next Walt Disney laid plans for a new kind of animal picture. “We decided to combine nature’s truth with fiction,” Walt told me. “We would use the documentary material straight from nature, but give it a plot.” Perri, the story of a squirrel, by Felix Salten, who also wrote Bambi, was the first of these. Naturalist-photographers spent three and a half years in the Uinta Mountains of Utah, filming the life cycle of every animal in the cast. They sent back more than 200 miles of film! “Just viewing their films took weeks,” Winston Hibler, the co-producer, told me. “Then it took painstaking editing to fit the film to the story. And by adding music and animation, we produced a paradox a true-life fantasy.” Petri was followed by a continuing series of similar pictures that tell stories about animals in relation to man. “The animals have names and we kind of pull for them,” a writer told me. “Stories are believable as long as-the audience knows the things actually happened. We have to contrive to get the animals to do what the plot calls for without their appearing to be trained animals. But we aren’t asking them to talk. “In The Legend of Lobo, for example, the script called for the main character, the wolf, to walk a narrow log spanning a deep chasm. This was achieved by training the wolf, first to walk across a log near the ground, then to continue to cross the log as it was raised higher and higher. “When the picture was shot, the wolf actually crossed a log about 75 feet long spanning a chasm several hundred feet deep.” From animal pictures Walt Disney has gone on to live-action pictures about people on an astounding variety of subjects. Disney stuck to timeless pictures at first: Treasure Island, Robin Hood, and Davy Crockett films which can be released many times. “Then I got to thinking, ‘When it comes to making comedy, we’re the ones'; so we did The Shaggy Dog. So far it’s been seen by 55 million people.” The live-action comedies closely follow the Disney cartoon techniques. “We’ve always made things fly and defy gravity,” Walt told me. “Now we’ve just gone on to flying flivvers, floating football players, and bouncing basketball players.” The geographic scope and variety of the Disney activities are awesome. Besides a company in the Burbank studio filming a new movie called Summer Magic, Walt had camera crews in Florida, Yellowstone Park, and New England, a complete production unit in Canada for The Incredible Journey, a production unit in Majorca and another in Vienna, a feature cartoon in the works, plus four television cartoons, and a Western being shot at the studio ranch. I had been told that Walt makes all major decisions on all his pictures, and I wondered how he kept track of things. I found out when I sat in with him as the “dailies” excerpts from various pictures were projected. About fifteen of the staff musicians, directors, song writers, producers, and writers came in. We listened to Burl Ives sing “The Ugly Bug Ball” a dozen times as the camera covered him from different angles. Sad Sam, the original shaggy dog, appeared on the screen with a caterpillar on his nose. We saw a scene from a Western played over and over from different points of view. The dogs in The Incredible Journey went through their paces. Disney himself, in full color, flashed on the screen in a lead-in for his television program, The Wonderful World of Color. He began suavely and then blew his lines. “I’m not only getting wrinkles,” he said from the back of the room, “I’m losing my eyesight, too.” He told a cameraman, “Don’t use that diffusion on me. I look out of focus. Let the wrinkles show.” We were in the projection room two hours. This, I learned, was how Disney keeps on top of his many projects. His men send their product to be appraised. A shipment of film from Europe arrives every Tuesday. Walt also makes frequent trips to Europe and flies key personnel to the studio for conferences. He is not a memo-writing man. “After we tie down the shooting script, it’s up to the boys to make the pictures,” Disney told me. “If they run into trouble, I always tell them, ‘If you bring me a problem, have a solution.’ Lots of times, their solution is the answer and it’s just a matter of saying O.K.” Magazine a Friend to Researchers On one of my first trips around the studio, I saw the National Geographic almost everywhere I went: in the animators’ offices, in the machine shop, on writers’ desks. I saw it in the wardrobe department, where it’s used in designing the correct clothing for various countries, and in the staff shop at Disneyland, where the realistic animals are cast for Adventureland. “Looks like I planted them,” Walt said, “but we really use the Geographic. We couldn’t be in business without it”. When I dropped into the library to inquire about the meticulous research that backs up every Disney picture, Koneta Roxby, the chief of research, told me: “The Geographic is one of our basic research sources. We use it almost every day. “We certainly used it when Disneyland was being built,” she went on. “This library was a madhouse. There would be ten or fifteen people waiting in line for research materials and, of course, the phone rang every minute.” Disneyland really started more than 20 years ago, when Walt got the idea for an amusement park that grownups as well as children would enjoy. “I had all my drawing things laid out at home, and I’d work on plans for the park, as a hobby, at night.” At the time, amusement parks were dying all over the country. “I talked Disneyland, but no one could see it,” Walt recalled. “So I went ahead and spent my own money.” In 1954, for the site of his kingdom, Walt bought 244 acres of land mostly orange groves miles from Los Angeles, near Anaheim, California. “I wanted flat land that I could shape” he said. He surrounded the entire park with a high earth embankment. “I don’t want the public to see the real world they live in while they’re in the park. I want them to feel they are in another world.” When the preliminary plans for the park were completed, the cost estimate was $4,700,000, but Joe Fowler, who is in charge of Disneyland, says, “That was only a guess.” The over-all cost to date is approximately forty-four million dollars! Disneyland: the Geography of Imagination At the Disneyland opening, in July, 1955, a year after the first orange tree was uprooted, Walt said, “Disneyland will never be completed. It will grow as long as there is imagination left in the world.” It seemed, at the time, a pleasant sentiment, but few took it literally. Walt did, and that is why Disneyland remains unique; he is forever enlarging it. Now he is building an old New Orleans Square, complete with a bayou boat ride. Disneyland, on a fall day, is full of warmth and zest. I paid my respects to the giant portrait of Mickey Mouse, in living flowers, that adorns the slanting earth embankment at the park’s main entrance. I stepped into the Town Square and right into Walt Disney’s childhood: The Square with its red-brick Victorian elegances is a distillation of Walt’s early memories of Chicago and Marceline and Kansas City shortly after the turn of the century. A gaily cockaded band was tootling. A horsecar rolled along, the horse’s rubber shoes making muffled thumps; a double-decked bus stood at the curb; and a balloon seller, hidden behind a great cluster of his wares, looked like a gigantic chrysanthemum. Over a loud-speaker from the Santa Fe and Disneyland Railroad station came the measured voice of the train announcer: “… now leaving for Adventureland, Frontierland, Fantasyland, and Tomorrowland all aboarrrd!” Main Street, U. S. A., sets the tone and pace of Disneyland: It is a place for strolling. People stop to peer into the windows of the apothecary shop and the old-time general store, and to look over the shoulder of a sidewalk artist as he sketches a portrait. Most of the visitors are grownups. As the park statistics prove, adult guests outnumber children three and a half to one. Visitors Fooled by Live Swans At the end of Main Street, faraway jungle noises made me turn to the left and enter Adventureland. I took the jungle river cruise aboard the sturdy river boat Ganges Gal, which chugged past menacing crocodiles, a ruined temple, and a group of bathing elephants. Gorillas and a tremendous African elephant roared from the tropical vegetation which choked the banks of the stream. There was some discussion among the passengers about the animals. Were they real? (They were, of course, animated.) But in Disneyland, it is sometimes hard to know where fantasy ends and reality begins. A little later, I watched a pair of ladies peer intently at the live swans sailing on the moat of Sleeping Beauty Castle. “They are not real,” one lady finally said with authority. I met Bill Evans and Ray Miller, landscape architects for the park, and complimented them on the effects they have created along the jungle stream. They have made Disneyland a must for visiting horticulturists. The park has close to 700 species of plants. It takes at least 30 gardeners to keep them in trim. We wandered to the base of the Swiss Family Tree House, which opened last fall. I asked what kind of tree it was. “It was modeled after the ban-van tree, Ficus benghalensis” said Ray Miller, “but we call it Disneyodendron eximius, which means an out-of-the-ordinary Disney tree.” The 70-foot tree is a copy of the Swiss Family Robinson’s tropic domicile, complete with furniture salvaged from their ship. I took a short cut through Frontierland (pages 183-5) just in time to be caught in the middle of a running gun fight between a rootin’-tootin’ sheriff and a Western bad man. Happily, they were using blank cartridges, or the slaughter would have been awesome. The Mark Twain, the stately white river packet, was just leaving her dock for a cruise on the Rivers of America. Across the water, I saw some energetic boys romping on Tom Sawyer Island, while others helped Indians paddle war canoes or rode the high-sided keel boats, the ones used in Disney’s Davy Crockett movie and television series. In Fantasyland I found myself face to face with larger-than-life-size impersonations of famous Disney characters: the Big Bad Wolf, one of the Three Little Pigs, Minnie Mouse. The Mad Hatter, his rubber jowls quivering, was trapped in a corner. He was having a hard time defending himself against a mob of children. The Most Marvelous Submarine In Tomorrowland, I boarded the submarine Skipjack, one of eight submersibles in the Disney fleet. It took me on one of the incredible journeys of the world, though it was made in a mere six million gallons of water rather than an ocean. The sub “went under” in a swirl of bubbles and sailed serenely (guided by sonar, the skipper said) through treacherous coral reefs ablaze with animated tropical fish. Giant turtles dined on sea grass. Barracudas, sharks, and a dangerous moray eel loomed from the shadows. In a plunge to the abyss, we saw phosphorescent creatures of the deep. We passed through the hull of a sunken ship and glimpsed chests filled with gleaming treasure. And, as the skipper explained that we could not expect to see mermaids since they were only figments of imagination, we nosed impolitely into a mermaids’ boudoir. The sub visited the lost continent of Atlantis, went under the polar ice cap, and finally passed what may be the largest sea serpent in the world. Certainly the largest cross-eyed sea serpent. When I talked with Joe Fowler, the retired admiral who is vice president for Disneyland operations, he said his former Navy colleagues are delighted with the submarines. One, a sub skipper, said, “That’s the only time I’ve ever been on a sub and could see where I was going.” “We were apprehensive that some guests might suffer from claustrophobia in the subs,” Fowler told me. “But in my Navy experience, I had learned that few people suffer from claustrophobia if you have moving air and something to see. That’s why there’s an air jet in front of every porthole.” How to Build a Mountain Fowler has one besetting problem: “Almost everything we undertake in the park has never been done before,” he told me. He cited the Matterhorn as an example. The 146-foot-high mountain, which is one hundredth the height of the real Matterhorn, contains 500 tons of structural steel, and almost no two pieces are the same length, size, or weight. The Disney Matterhorn is a close copy of the real mountain. Disney designers studied hundreds of pictures of the rugged peak, pictures taken during the filming of Third Man on the Mountain. Like the original, it also has its mountain climbers, athletes in alpine attire who scale and rappel it eight times daily. Whereas the real Matterhorn is extremely solid, the Disneyland version is hollow and houses an exciting bobsled ride. I rode one of the bobsleds and was lifted high inside the mountain. Then my bobsled dipped over a sharp edge and I was on my own moving around curves, through icy grottos, past waterfalls, and under the Skyway’s ski-lift buckets, which take visitors through the mountain for a view of the ice caves. Finally my bobsled dashed into a tumbling mountain stream, which braked it, and the ride was over. One of the greatest attractions is the Disneyland-Alweg Monorail System which loops in and out of the park. Disney and Alweg engineers collaborated in the design, and the trains were built at the Disney studio. The monorail is the first of its type “piggy-back” design in which the cars are locked to the track. I rode the monorail from the Disneyland Hotel to the park several times. A uniformed girl handed me aboard the long silver train. It started gently, smoothly. We glided over the magic kingdom at 20 miles an hour, silently surveying the wonders below like some satellite from space. Most passengers, myself included, leave the monorail convinced it is the answer for rapid transit of the future. I wandered backstage at Disneyland to visit Bud Washo, the head of the staff shop. There I got a glimpse of the Disney future, though its subject matter in this case was the dim past. At WED Enterprises in Glendale, where all the design work for Disneyland is done, I had watched Blaine Gibson modeling a series of small-scale dinosaurs, cave men, and other prehistoric creatures. Now Bud Washo took me into a barnlike room where Gibson’s dinosaurs were being re-created life-size. An enraged Tyrannosaurus rex with a two-foot mouthful of six-inch teeth is something to stand beside even if it is just clay. Once the clay figures are completed, plaster molds are made, and then the carefully detailed skin is cast from 3/s-inch Duraflex, which Washo described as a “hot-melt vinyl reformulated for strength.” “Hardly anything affects it,” Washo said. “It can take weather, most oils, or gases. It’s enormously flexible and durable.” When the casts are finished, the figures are trucked carefully to the studio machine shop, where their animation machinery is installed. Dinosaur Will Go to World’s Fair I pointed to a sail-backed dinosaur which was being fitted into its skin and asked: “What will that one do?” “It will be able to swish its tail from side to side, open its mouth, flex up and down like a lizard, and the sail will sway,” Washo said matter-of-factly. “Where will the dinosaurs and cave men be used?” I asked. “They’re for the Ford Motor exhibit at the 1964 World’s Fair in New York,” Bud said. Plastic Birds Come to Life One day after lunch, Walt grabbed my arm. “Come on,” he said. “I want to show you something.” We walked in the bright sunshine between the stages on the movie studio lot and turned into the machine shop. Four elephants without skins sat in a row, gravely nodding their heads. On a bench lay what looked very much like a human hand, closing and opening silently. Farther down, a prehistoric man waved his arm; someone had incongruously placed a handkerchief in his hand. On the machinists’ benches stood a variety of plastic birds, opening and closing their beaks, turning their heads, and flipping their tails. Walt stopped to talk to a machinist. I looked at one of the birds. Without its feathers, the creature was a mass of wiring and air tubes. As I watched, this unearthly bird puffed out its chest and began to sing. A machinist told me that every bird contains five air lines and four sets of wires, plus a tiny loud-speaker. “This is the latest thing we’ve done with Audio-Animatronics,” Walt said. “We are using the new types of valves and controls developed for rockets. That way we can get extremely subtle motions.” “About that word,” I said, “Audio-Animatronics.” “It’s just animation with sound, run by electronics,” he smiled. “Audio-Animatronics. It’s an extension of animated drawings. “We take an inanimate object and make it move. Everything is programmed on tape: the birds’ movements, lighting effects, and sounds. We turn on the tape and the birds do their stuff. At the end, the tape automatically rewinds itself and starts all over again. With tape we could present a program of an hour and six minutes without repeating anything.” “Is anyone else doing this kind of thing?” “I don’t know anyone crazy enough,” Walt laughed. Disney Birds Sing Popular Songs Several weeks later, Walt invited me to the studio for a showing of the completed mock-up for the Enchanted Tiki Room, scheduled to open in the park this summer. Now all the birds had been bedecked in colorful feathers, and were individually lighted. Four macaws opened the show with a line of chatter and then swung into a lively calypso number, followed by Offenbach’s “Barcarole.” A fountain jetted in time to the music under colored lights. The fountain sent up a particularly high jet and, as it fell back into the bowl, a Bird-Mobile slowly descended from the ceiling, bearing yellow and white cockatoos. They broke loose with “Let’s All Sing Like the Birdies Sing,” and brought down the house. There was much more: songs sung by orchids and bird-of-paradise flowers; a rain storm; chants by tikis carvings representing various native gods accompanied by animated drummers. It is a tremendous show the climax of more than two years’ work at a cost of approximately a million dollars. Abraham Lincoln Returns to Life I went out into the street again with Walt and Wathel Rogers, who supervised the Enchanted Tiki Room. We entered another building and I got a shock; I almost bumped smack into Abraham Lincoln! The illusion was alarming. The tall, lonely man sits in a chair much as in the Lincoln Memorial in Washington, D. C. But this is no cold stone figure; this Lincoln is man-size and so realistic it seems made of flesh and blood. Wathel Rogers made adjustments at an electronic console, and Lincoln’s eyes ranged the room. His tongue moved as if to moisten his lips and he cleared his throat. Then with a slight frown, he clasped the arms of his chair, stood up, and began to talk in measured tones. “What constitutes the bulwark of our own liberty and independence?” he asked. And then he answered: “Our reliance is in the love of liberty which God has planted in us….” To get an idea of the tremendous animation job this is, try it yourself. Sit in an armchair and pull yourself to your feet, observing how many muscles are called into play and the subtle balance required. The Lincoln skin is the same Du-raflex that has worked so well on the other Audio-Animatronic figures. “Duraflex has a consistency much like human skin,” Rogers said. “It flexes as well as compresses. Rubber, for example, will flex, but won’t compress correctly for our needs.” Rogers described the mechanics: 16 air lines to the Lincoln head, 10 air lines to the hands and wrists, 14 hydraulic lines to control the body, and two pairs of wires for every line. Rogers ran the Lincoln face through some of its 15 expressions. Lincoln smiled at me (first on one side of his face, then the other). He raised each eyebrow quizzically, one at a time, then, fixing me with a glance, frowned and chilled my marrow. And just to show he wasn’t really angry, he ended by giving me a genial wink. “Lincoln is part of a Disneyland project called ‘One Nation Under God;” Wathel Rogers explained. “It will start with a Circa-rama presentation of great moments in constitutional crises. “Circarama is a special motion-picture technique Walt developed for Disneyland and the Brussels World’s Fair. The Bell Telephone Circarama now at Disneyland tells the story of the great sights of America. It has a 360-degree screen. The audience is surrounded by the continuous action, as if they were moving with the camera and able to see in all directions. “The Circarama for the ‘One Nation Under God’ showing will have a 200-degree screen. After the Circarama showing, a curtain will close, then open again to reveal the Hall of Presidents. The visitor will see all the Chief Executives modeled life-size. He’ll think it’s a waxworks until Lincoln stands up and begins to talk.” Audio-Animatronic figures are now being planned for Disneyland’s French Quarter square in old New Orleans. They will also add chilling realism to the Haunted Mansion now under construction in Frontierland. (Visitors who ask about the mansion are told, “Walt’s out capturing ghosts for it now.”) Never Do the Same Thing Twice What next? Walt enjoys the past but he lives for the future. “The fun is in always building something,” he told me. “After it’s built, you play with it a little and then you’re through. You see, we never do the same thing twice around here. We’re always opening up new doors.” I asked him a doleful question, “What happens when there is no more Walt Disney?” “I think about that,” he said. “Every day I’m throwing more responsibility to other men. Every day I’m trying to organize them more strongly. “But I’ll probably outlive them all,” he grinned. “I’m 61. I’ve got everything I started out with except my tonsils, and that’s above average. I plan to be around for a while.” ##### Here are some close up shots at some of the pictures throughout this wonderful article: ******** Keith Michael Mahne is the owner and editor of Disney Avenue and the host of the Disney Avenue Podcast. He has made countless trips to the Walt Disney World resort since his first trip in 1989 at the age of four. Keith has a strong passion and respect for Walt Disney, the parks and resorts, and the men and women who help create them. He started Disney Avenue as a way to inform and entertain readers and to repay all those who make dreams come true every day.
Tau Gamma Phi / Sigma TGP and TGS - Triskelion Grand Fraternity History, Tenets, Passwords, Codes, Principles and Secrets Revealed – STANDARD PROCEDURE for INITIATION. ANTIFA Anarchist Communist Terrorists and CPP NPA NDF Communist Terrorists are SCARED of the Fraternities like the Tau Gamma Phi / Sigma Triskelion Grand Fraternity. Happy Anniversary Soundcloud Music: https://soundcloud.com/search?q=tau%20gamma Partition of the Philippines https://gangsallabout.blogspot.com/2022/02/the-partition-of-philippines-by-foreign.html Philippine / Filipino Mass Migration and Diaspora Plan 2060 - 2100 https://gangsallabout.blogspot.com/2022/07/philippines-and-80-million-of-40.html Tau Gamma Phi History Tau Gamma Phi also known as the Triskelions’ Grand Fraternity, is a fraternity founded at the University of the Philippines, Diliman on October 4, 1968. Besides being the largest and most dominant fraternity in the Philippines, the Tau Gamma Phi is also a protest fraternity, and as such it has committed itself uncompromisingly to the twofold task of providing the leadership in the quest for a Fraternity System devoid of fraternity violence as well as in the propagation of the Triskelion principles as a way of life. The Fraternity System in the University of the Philippines was not immune from these external developments. As extraordinary times, called for extraordinary breed of men. The year 1968 saw the wielding together of six concerned student leaders with a vision of introducing feasible changes and appropriate reforms in the feudal and decadent nature of the existing Fraternity System. Then the result was the creation on October 4 of the same year of the UP Triskelions’ Grand Fraternity, better known as Tau Gamma Phi Fraternity. Through the years, the Tau Gamma Phi Fraternity has never strayed from its goals, and although the cause of which it has chosen to champion has proven to be difficult and sometimes, seemingly hopeless, as it is sucked repeatedly into the void of fraternity violence that it has fought hard to end. The Fraternity has, nevertheless survived and even increased a thousand-fold in strength and in number. Knowing fully well that peace is a product of strength and not of weakness. Where other fraternities with the same noble intentions failed and succumbed into non-existence by adopting a passive stance against fraternity violence; the Tau Gamma Phi has chosen not to follow the same path. Lest it suffers the same fate. Furthermore, as a manifestation of its sincerity towards the achievement of such goal, the Fraternity has taken an active role in organizing inter-fraternity alliances in the various schools and universities all over the country in the hope that such alliances will provide the conducive atmosphere where fraternities can slowly grow and mature together in fellowship and mutual trust by respecting each other’s philosophies and ideals. “De gustibus non desputandum est – of likes and dislikes there should be no disputing, live and let live”, this is one of the guiding principles of the Triskelion. Today, the Tau Gamma Phi Fraternity is already the biggest and most cohesive fraternity in the Philippines. It boasts membership numbering to about eighthundred thousand including community chapters known as the Triskelion Youth Moement or TYM. It maintains numerous college and university chapters around the country, and now with Triskelion Alumni Organizations (T.A.O.) in all regions of the United States of America and other continents of the world. Tau Gamma Phi’s vision and mission is to serve and excel in all fields of human endeavor. Thus, a way of life in accordance with the Tenets and the Triskelion Codes of Conduct while empowering the principle: “Man is Brother unto Man”. All Triskelions share a common ground and that is to support every endeavor each member has chosen and help make every member’s dream come true. The Founding The Tau Gamma Phi or the Triskelions’ Grand Fraternity was established at the University of the Philippines, Diliman in Quezon City, Philippines on October 4, 1968, by student leaders from U.P. College of Arts and Sciences. They were all members of the U.P. Political Science Club. Moved from the discovery of a problem and by seeking viable solutions and initiating purposeful action for personal, familial, vocational and community betterment, prompted the action-group of Rod Confesor, Roy Ordinario, Talek Pablo, Tito Venida, Restituto Alfonso and Romeo Fortes to form “The Order of the U.P. Triskelions”. Initially however, this small group did not much influence the times and decisions within the university so that it was renamed “The Order of the Grand Triskelions”. Again, due to lack of interest by the studentry, led to another renaming of the group. Realizing the trend of ever growing popularity of the Greek-named organizations in the campus, finding common interests and being bonded by very similar principles, the founders voted to change the organization to a Greek-Lettered name. Finally adopting the Greek letters Tau (Τ), Gamma (Γ) and Phi (Φ), which stands for Triskelions’ Grand Fraternity on that fateful Friday of October in the year Nineteen Hundred and Sixty Eight. The Four Founding Fathers By now only four of the original six founders were left to continue the saga of their vision for the Fraternity, more famously known to its members as the “The Four Founding Fathers” or just plain “FFF” for short. They are Rodrigo “Rod” Sta. Maria Confesor, Roy Alolor Ordinario, Talek Hamias Pablo, and Vedasto “Tito” Sario Venida. Convinced of the success of a unified endeavor, the Founding Fathers proved to be the real pillars that was later manifested in the succeeding recognition of the Fraternity at the University of the Philippines. Showing the public a discipline and collective determination and good examples, the Fraternity got the attention and respect of the University of the Philippines student body so that in the process an enlightened group headed by Triskelion Jun Rodriguez took the leap-of-faith forward by inaugurating the Fraternity in 1968 at Cavite – the first site of formal initiation, to be the first “Founding Batch” of the Tau Gamma Phi Fraternity. Under the leadership of Founding Father Rod Confessor as the first Grand Triskelion, much influence and action came to the history of the fraternity which reached to the heights by gaining control of the College of Arts and Sciences (C.A.S.) student body. The C.A.S. at that time was the dominant college within the University with regards to the logic of numbers, which therefore proved that the Tau Gamma Phi is a group to reckon with. ******** TRISKELION “T” – Tau Gamma ang mga taong maprinsipyo sa buhay. “R” – Ready sa lahat ng problema. “I” – Iniidolo ng karamihan. “S” – Sumasabay sa agos ng buhay. “K” – Kumukupkop sa nangangailangan. “E” – Eendorso sa magandang kinabukasan. “L” – Lumalaban ng sabayan. “I” – Iginagalang ng karamihan. “O” – Obligasyon sa bayan ay pinaninindigan. “N” – Nakadapa ma’y babangon. ******** TAU GAMMA PHI/TAU GAMMA SIGMA Password 1. Three Dynamic Forces- Fortes Voluntas Fraternitas. Strength, freewill, brotherhood 2. 1st Triskelion Hero- Hernando Guevarra 3. Sinong pumatay sa 1st PHI natin?- Ang mga Putang inang APO na yan! 4. Where can you find the rising sun?- In every hearts of triskelion 5. 1st Lady Triskelion (Tau Gamma Sigma)?- Darang Sineda 6. Saan ka galling? Sa gubat, Anong ginawa mo sa gubat? Nanghuli ng leon 7. Ilang leon?- Trisuckskelion, anong ginawa mo sa leon? Inalagaan at minahal gaya ng pagmamahal ko sa aking sarili 8. Bakit mo inalagaan?- Para hindi mawasak ang samahang Tau Gamma Phi 9. Physics- three dynamic forces 10. Biology- three legend mammals 11. English- strength, freewill, brotherhood 12. Jojo ka ba? Jojo ka rin ba? 13. Gusto mo ng yosi? Sige, busog na ako 14. Marlboro- Man Always Remember Love Because Of Roy Ordinario 15. Winston- Why In Nature Stand Triskelion Or Nothing 16. Anong oras na? Alas tres-kelion 17. Sino ang lolo mo?- Paddle ang lolo ko 18. Tol kamay nasa ulo- kamay sa tainga Kamay sa ulo- daliri sa tainga 19. Bahay- UP Diliman, Quezon City 20. Ano mo si Talic Pablo?- Ama 21. Cigarettes- Marlboro, Winston 22. May piso ka ba tol?- Sondo meron 23. Tau- tenets of triskelion 24. Gamma- God guidance 25 Phi- Peace, preserve to limitations 26. Ano ka ni Talic?- Triskelion 27. Ilan ang balahibo ng leon?- 1, 968 27. Alam mo ba?- Oo, Disciplinary Action 29. Magkano ang pamasahe dito patungong UP?- Tatlong Sondo 30. Ilang paliko mula ditto hanggang UP Diliman Quezon City?- Dalawa (Left & Right) 31. Bluno- Good 32. Superio- Better 33. Optemo- Best 34. Anong kulay ng mangga?- Hinog o Hilaw 35. 1st Rumble- August 11, 1976. Dignity- Fear ALPHA KAPPA RHO 37. Code number of Triskelion- 777 38. FORTIS – inner and outer strength 39. VOLUNTAS – free will and initiative 40. FRATERNITAS – brotherhood ******* T- Treat others as you would have them to treat you. R- Reasoned we shall the name and honor of the Triskelion Organization whenever it is unjustly criticized. I- Inform and orient your fellow brothers on every matter which you consider vital to the fraternity. S- Salute and address your fellow brother and sisters in the proper manner. K- Keep decorum in all fraternity and sorority meetings and act accordingly outside theTriskelion Organization. E- Excel in your chosen field of endeavor. L- Live a life of moderation. Avoid gluttony, drunkenness and other vices test you forget your Triskelion Organization, family, work, health and studies. I- In your everyday life, take care of what you write and say, beware of misinterpretation and lasting misunderstanding. O- Observe all fraternity and sorority rules and regulations. Be guided in your daily ventures by the Tenets of the Triskelion Organization. N- Never to reveal to anyone, not to your friends nor to your family, the concern of The Triskelion Organization. **************** PREAMBLE Tau Gamma Phi/Sigma is the Triskelion Grand Fraternity and Sorority in order to establish a lasting brotherhood and sisterhood among themselves to promulgate moral well being of each member and to instill and develop the greatest sense of understanding and respect the human dignity and hereby brain. QUOTATIONS “ A TRISKELION advocates brotherhood of men regardless of race, creed, religion, social and economic status” “ A genius of brotherhood is being totally kind at the same time” “ TRISKELION will not one but will multiply TRISKELION REASONING • A Triskelion does not want trouble but one trouble will never end unless you rise for surrender. • Triskelions are grand and they are unique, they must prove themselves as supreme superstars all over. • To die is to rest but Triskelion is the best. • Live and let live but Triskelion never die. • I was born as a Triskelion I will die as a Triskelion. • The Triskelion never die’s but multiplies. • No force can destroy the power of Triskelion • The Triskelion firmly believes in the power of reason but not in the use of force as a reason. • The Triskelion does not start the fight but we finish it. • The Triskelion may sacrifice one self so others may live. • We are not pro-hazing nor in anti-hazing but we the Triskelion are in regulation. PRINCIPLES • Tau Gamma Phi staunchly advocates the brotherhood of men regardless of race, creed, and religion, social political and economic status. • Tau Gamma Phi firmly believes in the power of reason and not in the use of force as a reason. • Tau Gamma Phi believes in the promotion of social justice to ensure the well being and economic security of all people. • Tau Gamma Phi abhors violence and human right violations, however ready to defend, uphold and (preserves) preserve the sovereign will of its members and of all people. • The Tau Gamma Phi encourages and fosters scholarship among its members. The stimulation of intellectual creativeness and the promotion of the social and physical well being of its members are of paramount concern. THREE DYNAMIC FORCES 1. FORTIS – Fortitude of strength 2. VOLUNTAS – Voluntary/Freewill 3. FRATERNITAS/SORORITAS – Brotherhood/Sisterhood THREE DYNAMIC COLORS 1. BLACK – Signify or commemorating our dead brothers who devoted everything included their lives in the service of the fraternity. 2. GOLD – Remembering all the good old ways of the “Golden Years” of the fraternity. 3. RED – Courage and bravery who offer their lives to the fraternity. THREE PILLAR OF DEFENCE 1. Sacrifice one self so that others may live. 2. Rise to defend the mane and honor of our fraternity, whenever it is unjustly criticized. 3. If they start the trouble, the Triskelion will finish it! TRISKELION PHILOSOPHY “ Success is nothing to have someone you care someone to live it by dreams. Try not to become an illusion.” TRISKELION SLOGAN “ Once a Triskelion is always a Triskelion” Legazpi City Foundation – ******* Tau Gamma Phi Triskelion Grand Fraternity Pledge / Oath A Triskelion firmly believes in the power of reason, not in the use of force as reason ***************** Tau Gamma Phi / Sigma TGP and TGS (Triskelion) Grand Fraternity Rap Songs List 1. National Anniversary Song (KAPATIRAN) 2. Triskelion Ako 3. Triskelion Habang Panahon 4. Umahon ka 5. Arriba Tau Gamma (isang kapatiran) 6. Kapatiran Vol.2 7. One Love One Fraternity 8. Tau Gamma Phi 9. Ginto (Golden anniversary)bonus 10. Tatlong Gintong Lion 11. Sa Puso gn Tatlong Lion 12. Bangis ng Leon 13. Kapatid 14. Singkwentay Kwatro 15. Layunin 16. Patuloy 17. Ako'y Tunay na Triskelion 18. Ang Aking Mahal na Kapatiran - Triskelion Hymn 19. Arriba Triskelion 20. Mahal Kong Kapatiran 21. Baklang Kabalyero 22. Kapatid - Pareng Elbiz 23. Pangil - Makavely and Bullet 24. Kapatirang Triskelion 25. Triskelion 26. Supremong Kapatiran 27. Solidong Triskelion 28. Rise to Defend - Tau Gamma Phi 29. Payong Kapatid 30. Ginto 31. Sigaw ng Triskelion 32. Itim at Yellow 33. I am Triskelion 34. Limang Dekada 35. Isang Kapatiran 36. Abante Lang 37. Kamusta Utol 38. Harana 39. Limangput Apat Na Taon 40. Saludo 41. Triskelin Habang Panahon 42. Arriba Arriba Tau Gamma Sama Sama 43. Tayo'y Tau Gamma Phi 44. Bagong Simula 45. Lipad SJDM 46. T6 Tau Gamma Phi 47. Sigma at Phi Ikaw at Ako 48. Sama Sama Tayo 49. Tayo'y Magsaya 50. Kapatid Muna Bago Iba 51. Triskelion Ako, Tau Gamma Phi Tayo 52. Triskelion of Way 53. Kapatirang Pinagmamalaki 54. Love and Respect 55. Arriba Tau Gamma *********************************************** Tau Gamma Phi Triskelion Grand Fraternity Prayer Almighty God bless this brotherhood of ours so that we succed in all its endeavors, enlighten and strengthen of our triskelion grand council secretary for then to maintain the highest standard of decision and making for a better success for tau gamma phi fraternity and sorority AMEN ******************************************** Ang Aking Mahal na Kapatiran - Tau Gamma Phi Triskelion Grand Fraternity Song / Hymn / Anthem Lyrics Ang Aking Mahal Na Kapatiran Ang Tau Gamma Phi ang siyang Patnubay sa Buhay Ipagtanggol kung Pangala’y Inaapi Bigyan siya ng Karangalan At ng Kalingang di Magmamaliw Ang Aking Mahal Na Kapatiran Ang Tau Gamma Phi ang siyang Patnubay sa Buhay Ipagtanggol kung Pangala’y Inaapi Bigyan siya ng Karangalan At ng Kalingang di Magmamaliw Ang Aking Mahal Na Kapatiran Ang Tau Gamma Phi ang siyang Patnubay sa Buhay Ipagtanggol kung Pangala’y Inaapi Bigyan siya ng Karangalan At ng Kalingang di Magmamaliw https://www.youtube.com/watch?v=SnsMtz7rfR8 ******************************************************************** Top Celebrities, Notable Members at mga Personalities Na Proud Member Ng TRISKELION - TAU GAMMA PHI / SIGMA TGP TGS GRAND FRATERNITY AND SORORITY TOP PERSONALITIES luis manzano ion perez angel locsin qngeline quinto angelica yap aubrey miles richard gomez jose manalo kuya jobert vandolph boy2 quizon mark herras joven olvido dan fernandez joel villanueva charee pineda luigi muhlach kiko matos jan manual manny paquiao suzette ranillo vhong navarro buwi cj intal Notable members Ralph G. Recto[7] – is a Filipino politician serving as the president pro tempore of the Philippine Senate since 2017, previously holding the position from 2013 to 2016. Since 2010, he has been on his second stint in the Senate, first serving from 2001 to 2007. Joel Villanueva[citation needed] – is a Filipino politician, who serves as a Senator of the Philippines. He took his senatorial seat following the 2016 Philippine national elections, where he ranked second highest in the polls with 18,459,222 votes. He was a former Director General of the Philippine TESDA from 2010 until 2015 and a three-term congressman from 2001 through 2010. Luis Manzano[7] – is a Filipino-American TV host, actor, comedian, VJ, and model. He is the son of actors Edu Manzano and Vilma Santos. Vhong Navarro[7] – is a Filipino comedian, actor, dancer, recording artist, and television host. He is a regular host on ABS-CBN's noontime variety show It's Showtime. He is also part of the dance group Streetboys in the Philippines. JM de Guzman[7] – is a Filipino actor, mixed martial artist, model and singer. He is currently working as an exclusive talent of Star Magic. Diether Ocampo[7] – is a Filipino actor, singer, model, and military officer. Oyo Boy Sotto[7] – is a Filipino actor. He is the son of Filipino actor-comedian-host Vic Sotto and Swiss-Filipino singer-actress Dina Bonnevie, nephew of Senator Tito Sotto, younger brother of actress Danica Sotto, half-brother of Pasig City Mayor Vico Sotto. Joseph Marco[7] – is a Filipino actor, model, singer and endorser who played the role of Santi Domingo in the GMA Network Philippine drama series La Vendetta and who is currently a Star Magic artist in the ABS-CB. Ion Perez[7] – is a Filipino actor, model, and television host. He is best known as the Kuya Escort in the Miss Q and A segment of It's Showtime. Jao Mapa[7] – is a Filipino actor from the Philippines. He is also an accomplished painter. Vandolph Quizon[7] – is a Filipino actor, comedian and politician. He is known for being a councilor of the 1st District of Parañaque. Victor Neri[7] – is a Filipino actor, singer and chef. Jiro Manio[7] –is a Filipino actor who started acting at the age of seven in the film Pamana in 1999. Jobert Austria[7] –is a Filipino actor and comedian. Tim Sawyer[7] –is a Famous Vlogger and YouTuber from Pabayao Chapter,Cagayan de Oro City Council. Pancho Magno[7] –is a Filipino actor of GMA. TJ Trinidad[7] –is a Filipino actor of GMA and ABS-CBN. RJ Padilla[7] – is a Filipino actor. he starred in the 2014 film Sa Ngalan ng Ama, Ina at Mga Anak and also appeared in La Visa Loca. He is the son of Rommel Padilla and Annabelle Antonio brother of Matt Padilla and Roanna Padilla and half-brother of Daniel Padilla. Angeline Quinto[7] –is a Filipino singer, actress, and winner of Star Power: Sharon's Search For The Next Female Pop Superstar in 2011. She is currently managed by Star Magic and KreativDen. Lougee Basabas[7] – s a singer and songwriter based in Manila, Philippines. She is the lead vocalist of the alternative rock band Mojofly and was a host of the popular noontime variety show, Eat Bulaga!. Bong Alvarez[8] – is a Filipino retired professional basketball player of the Philippine Basketball Association. (PBA) Raymond Almazan[7] – is a Filipino professional basketball player for the Meralco Bolts of the Philippine Basketball Association (PBA). JC Intal[citation needed] – is a Filipino former professional basketball player. He last played for the Phoenix Super LPG Fuel Masters of the Philippine Basketball Association (PBA). Eumir Marcial[8] – is a Filipino boxer. While representing the Philippines as an amateur, he won a silver medal at the 2019 World Championships and bronze at the 2020 Summer Olympics, both in the middleweight division. John Riel Casimero[7] – is a Filipino professional boxer. He has held world championships in Four weight classes and current WBO Bantamweight Champion. Nathan Azarcon[7] – is a Filipino musician, nationalist, songwriter, and producer. He is currently the bassist, vocalist and one of the founding members of Filipino rock band Rivermaya. He was also a member of Filipino rock bands Pinikpikan, Kapatid and a founding member of Bamboo. Buwi Meneses[7] – is a Filipino bassist for the band Parokya ni Edgar,[1] and formerly for Franco. Alvin Aguilar[9] – formed DEFTAC Philippines in 1996, now one of the biggest BJJ academies in the Philippines. In September 2016, he won gold in Asian Jiu-Jitsu Championship at Tokyo, Japan. https://www.youtube.com/watch?v=-wTMhU6TPbA https://www.youtube.com/watch?v=-EyRSdGp2mc https://www.youtube.com/watch?v=KtP_gHzfZJI https://www.youtube.com/watch?v=aMXLsfYjXkU **************************************** ANTIFA Anarchist Terrrorists are SCARED of Criminal Street Gangs like the Crips https://www.youtube.com/watch?v=YKPG-d1uPmg **************************************** Enjoyable Viewing: Crips Gang Members Kick BLM / ANTIFA Looters Out of Long Beach, California https://wibc.com/88646/enjoyable-viewing-crips-gang-members-kick-blm-antifa-looters-out-of-long-beach/ In an age when gutless, namby-pamby progressive pantywaists are “too ‘fraid” to enforce law and order amid violent looters and Marxist-loving morons, you can count on the Crips to get the job done right. In Long Beach, CA this week, Crips gang members allegedly through skinny-jean wearing looters out of their territory, eliciting heartfelt apologies from several of the “protesting bargain-hunters of peace” who think nothing of throwing bricks through store windows, or at cops’ heads. Take a look! It’s delightful viewing to behold! https://twitter.com/zerosum24/status/1278102174522892289?s=20 Who needs Kleenex? WIBC’s Hammer and Nigel have more on the butt-kicking of Long Beach looters in today’s edition of “Are You Okay With This?” https://www.youtube.com/watch?v=JpDvDss_Is4 Chinese Triads Gang beat ANTIFA Anarchist Terrorist in Hong Kong https://www.youtube.com/watch?v=vz8Id_v6b00 ANTIFA Anarchist Terrrorists are SCARED of Motorcycle Clubs / Outlaw Biker Gangs like the Hells Angels and Gypsy Jokers https://www.youtube.com/watch?v=a6gwqT8McUI https://www.youtube.com/watch?v=5-YLZa63pUk https://www.youtube.com/watch?v=VRTFgCe9pLU https://www.youtube.com/watch?v=wBVkuJRT6G8 https://www.youtube.com/watch?v=x5bzgm_bY-4 https://www.youtube.com/watch?v=jiyh6fDBLug https://www.youtube.com/watch?v=kO0FVaI5n5c **************************************** Portland Antifa Anarchist Communist Terrorist Picks Fight With Outlaw Bikers, Then Antifa Member Hailley Nolan Blamed Police When They’re Shot and Disrespected the Gypsy Jokers Biker Gang https://www.thetruthaboutguns.com/portland-antifa-picks-fight-with-bikers-then-blame-police-when-theyre-shot-video/ Imagine the irony when the very same violent Antifa militants who spent the last two years promoting “Defund the Police” now blame those same police for not protecting them when their intended victims fight back. Antifa in Portland apparently tried their bully tactics on the Gypsy Jokers motorcycle club over the weekend and things turned — surprise! — violent. In the end, with one dead and five more wounded (video), police try to put together just what happened. Meanwhile Antifa is blaming the police, not themselves for the violence. At the same time, Antifa’s leaders are telling their members and people in general not to talk to the cops, and to pull down social media posts that contain photos and video of what happened…or else. That sounds like witness intimidation, doesn’t it? If police really were to blame for what happened, why isn’t Antifa falling all over itself to provide the evidence? After all, these violent extremists love to record their exploits. The Post Millenial has the details . . . A mass shooting late Saturday night has left one dead and five injured after Portland-area Antifa held a gathering in solidarity with Amir Locke, a 22-year-old black man who was shot by police in Minneapolis earlier this month. A woman was pronounced deceased at the scene, and two men and three women were taken to nearby hospitals, according to the New York Times. Two suspects are reportedly in custody in response to the shooting, according to KPTV. The shooting occurred at around 8 pm near Normandale Park. Tweets from Antifa members and groups told far-left comrades that were present not to talk to police investigating the shooting, to delete evidence posted on social media, and to keep posts including photos, videos, and first-hand accounts related to the incident to a minimum “so that you don’t receive a knock.” Antifa “journalist” Melissa Lewis, who was a co-plaintiff in a failed frivolous “Antifa troll” lawsuit filed in federal court against The Post Millennial‘s editor-at-large Andy Ngo, said that “[o]ne of us got a chunk of the shooter.” https://twitter.com/MrAndyNgo/status/1551786810027671552 https://twitter.com/BernardPDXHRC/status/1548467446637465602 https://twitter.com/tradishskinbyrd/status/1548462871805190144 httphttps://twitter.com/MrAndyNgo/status/1551786810027671552?s=20s://twitter.com/MrAndyNgo/status/1551786810027671552?s=20 https://twitter.com/MrAndyNgo/status/1551786810027671552?s=20 Antifa in Portland apparently tried their bully tactics on the Gypsy Jokers motorcycle club over the weekend and things turned — surprise! — violent. In the end, with one dead and five more wounded (video), police try to put together just what happened.' Antifa Hailley Nolan hijacked a Portland Police news conference the next morning and in an incoherent rant, blamed cops for the dead woman and the others who were wounded. The woman, Hailley Nolan breathlessly claimed that white supremacist cops are sending Gypsy Joker motorcycle club members to snatch Antifa members. “They are sending Gypsy Jokers to kidnap us. They are sanctioning this violence against us. We are dying. We are trying to peacefully protest and they are killing us. And I want to know if any of you care. I want to know if Ted Wheeler cares.” Local TV station KGW had this: Hailley Nolan, an Antifa Anarchist Terrorist to Disrespects and Insults the Biker Gangs like the Gypsy Jokers Hailley Nolan, an Antifa Anarchist Terrorist to Disrespects and Insults the Biker Gangs like the Gypsy Jokers ********* Anonymous Spokesman Flees Over Safety Concerns https://www.seeker.com/anonymous-spokesman-flees-over-safety-concerns-1765504062.html Though the jury's still out on the veracity of Anonymous' showdown with south-of-the-border bullies, Barrett Brown has emerged as the face of the hacktivist collective, which last week bit off possibly more than it could chew when it threatened the Mexican drug cartel Los Zetas. Last week we told you how Anonymous drew a line-in-the-sand ultimatum, threatening to go public with the identities of local police, journalists, taxi drivers and other allies who conspire with Los Zetas if the cartel didn't release a kidnapped Anonymous member. Though Anonymous apparently called off their Operation Cartel (#OpCartel) after Los Zetas allegedly returned the kidnapped victim, Brown has decided to flee his Dallas home over concerns for his security. On Nov. 8, he tweeted, "I've got ex-military people releasing info on me and family. Have to leave Texas." According to a tweet, members of #OccupyDC picked up the tab for a plane ticket to New York City after Brown tweeted "Anyone who can buy me ticket to NYC/Boston and have me pay them back in month, let me know. [email protected]. Home no longer secure." Perhaps fleeing to more northern exposures was a good move for Brown - especially after a Mexican man was found decapited and dumped in the town of Nuevo Laredo, one mile from the Texas border. The man's hands were handcuffed behind his back, his body and head publicly strewn on a bloody sheet of canvas scrawled with the message: "Hi I'm ‘Rascatripas' and this happened to me because I didn't understand I shouldn't post things on social networks." ********************* Anonymous retreats from Mexico drug cartel confrontation https://www.theguardian.com/technology/2011/nov/02/anonymous-zetas-hacking-climbdown Threats to begin unmasking members of Zetas reined back as cartel rumoured to be hiring own security specialists for physical retaliation – as others question whether Anonymous member was ever kidnapped in Veracruz Plans by the hacker collective Anonymous to expose collaborators with Mexico's bloody Zetas drug cartel – a project it dubbed "#OpCartel" – have fallen into disarray, with some retreating from the idea of confronting the killers while others say that the kidnap of an Anonymous hacker, the incident meant to have spawned the scheme, never happened. The apparent climbdown by the group came as one security company, Stratfor, claimed that the cartel was hiring its own security experts to track the hackers down – which could have resulted in "abduction, injury and death" for anyone it traced. ********************* Motorcycle Monday: Portland Antifa Anarchist Communist Terrorist members like Alexander Dial / @BetaCuck4Lyfe, Anthony Amoss, Clifford Phillip Eiffler-Rodriguez, Amanda Layla Woelfle (@tradishskinbyrd) and @BernardPDXHRC Declared War On Oregon Motorcycle Clubs / Biker Gangs like the Free Souls Biker Gang and the Gypsy Jokers Biker Gang https://autos.yahoo.com/motorcycle-monday-antifa-declares-war-160000181.html Back on Saturday, July 16 members of Antifa followed through on vows to try disrupting a gathering at the HonkyTonk Bar in Salem, Oregon. The result of the far-left group’s actions is what some are predicting to be a war between them and several motorcycle clubs throughout Oregon. If that sounds to you like a confrontation which would be wise to back away from, you’re not alone. What happens next could be ugly. Watch the latest Motorious Podcast here. Originally, Antifa groups began rallying members and supporters to join a “counter demonstration” for the “Take Action Tour” event being held at the HonkyTonk Bar. They characterized the venue’s gathering as “racist” and catering to both “fascists” as well as “white supremacists.” That event was marketed by the bar as “Hero Appreciation Day” complete with a dunk tank, bike show, eating contest, live music, bouncy house, family-friendly karaoke, free hot dogs, etc. According to several Twitter posts from accounts journalist Andy Ngo says are Antifa members, the group which confronted them was the Free Souls Motorcycle Club. The one percenter motorcycle club might not have the household brand name of the Hells Angels, however its roots run deep. Founded in Eugene, Oregon in 1968 there’s considerable controversy over the details of its foundation, history, and what its aims are today. Regardless, Antifa seems poised to take it and other one percenter motorcycle clubs on in Oregon, promising for a confrontation like they’ve never seen. White Rose of the Willamette Valley used its Twitter account to complain after Salem police didn’t protect their fellow Antifa members during the confrontation. It said Free Souls and “other uniformed security” both “attacked and injured community members peacefully protesting” without supplying details or other evidence. Unlawful whatever on Twitter claimed “one of ours” was hospitalized from the fight, retweeting a different person claiming “Salem police literally backed away” when the Free Souls came out to confront them. Another Antifa account proceeded to dox several people involved in the confrontation, tagging their supposed employers as well as releasing other personal details. It's not like Antifa is unfamiliar with physical confrontation. Per Andy Ngo, one of the organizers of the demonstration at the HonkyTonk Bar was arrested in 2021 after allegedly hitting a female police officer. Ngo claimed another in attendance plead guilty the week before for doing over $164,000 in damages to a courthouse. Anthony A. Amoss is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Anthony A. Amoss is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Clifford Phillip Eiffler-Rodriguez is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Clifford Phillip Eiffler-Rodriguez is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Alexander G. Dial @BetaCuck4Lyfe is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Alexander G. Dial @BetaCuck4Lyfe is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Alexander G. Dial @BetaCuck4Lyfe is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Alexander G. Dial @BetaCuck4Lyfe is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Amanda Layla Woelfle (@tradishskinbyrd) is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Amanda Layla Woelfle (@tradishskinbyrd) is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Amanda Layla Woelfle (@tradishskinbyrd) is an Antifa Anarchist Terrorist who wants to declare WAR against Criminal Street Gangs and Outlaw Biker Gangs Nobody knows for sure what comes next in this feud, but some purported Antifa members took to Twitter to either voice their concern for the group’s trajectory or encourage others to push forward in that direction. One person warned Oregon motorcycle clubs are “highly organised (sic) and relentlessly violent and have vast networks you don’t understand.” Though some #Antifa members in Portland have been warning their comrades about making a vendetta against motorcycle clubs, others have welcomed the feud & are discussing ways to arm up for "battle." @BernardPDXHRC wants the Antifa Anarchist Terrorists to fight against Criminal Street Gangs and Biker Gangs @BernardPDXHRC wants the Antifa Anarchist Terrorists to fight against Criminal Street Gangs and Biker Gangs @BernardPDXHRC wants the Antifa Anarchist Terrorists to fight against Criminal Street Gangs and Biker Gangs @BernardPDXHRC wants the Antifa Anarchist Terrorists wants to fight against Criminal Street Gangs and Biker Gangs Antifa Anarchist Terrorists wants to fight against Criminal Street Gangs and Biker Gangs Antifa Anarchist Terrorists wants to fight against Criminal Street Gangs and Biker Gangs Hailley Nolan, an Antifa Anarchist Terrorist to Disrespects and Insults the Biker Gangs like the Gypsy Jokers Hailley Nolan, an Antifa Anarchist Terrorist to Disrespects and Insults the Biker Gangs like the Gypsy Jokers More Information about Antifa Anarchist Terrorist who ALREADY DECLARED WAR on BOTH STREET GANGS AND OUTLAW BIKER GANGS: Antifa Watch - https://antifawatch.net/ Andy Ngo - https://twitter.com/MrAndyNgo Andy Ngo - https://www.andy-ngo.com/ Andy Ngo - https://www.facebook.com/realAndyNgo ************************ https://www.youtube.com/watch?v=xhtiT9dY6vQ https://www.youtube.com/watch?v=K9t8x1_B7kI https://www.youtube.com/watch?v=FnIvb3lVsmQ https://www.youtube.com/watch?v=s7SLhtifOHI https://www.youtube.com/watch?v=fHxXbAESizc https://www.youtube.com/watch?v=OVS5uvF6SD0 ********************* *********************** Darknet / Darkweb WARNING: Download Tor, PGP Key, VPN Enter at your OWN Risks. 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http://haystak5njsmn2hqkewecpaxetahtwhsbsa64jom2k22z5afxhnpxfid.onion/ Onion Links - http://s4k4ceiapwwgcm3mkb6e4diqecpo7kvdnfr5gg7sph7jjppqkvwwqtyd.onion/ https://www.youtube.com/watch?v=jT-jmq8KBw0 https://www.youtube.com/watch?v=-UEbOM5lNak https://www.youtube.com/watch?v=pZH9ZYFU26U **************************************** ANTIFA Anarchist Terrrorists are SCARED of Criminal Street Gangs like the Crips https://www.youtube.com/watch?v=YKPG-d1uPmg ANTIFA Anarchist Terrrorists are SCARED of Motorcycle Clubs / Outlaw Biker Gangs like the Hells Angels and Gypsy Jokers https://www.youtube.com/watch?v=a6gwqT8McUI https://www.youtube.com/watch?v=x5bzgm_bY-4 https://www.youtube.com/watch?v=jiyh6fDBLug https://www.youtube.com/watch?v=kO0FVaI5n5c **************************************** Portland Antifa Picks Fight With Bikers, Then Blame Police When They’re Shot https://www.thetruthaboutguns.com/portland-antifa-picks-fight-with-bikers-then-blame-police-when-theyre-shot-video/ Imagine the irony when the very same violent Antifa militants who spent the last two years promoting “Defund the Police” now blame those same police for not protecting them when their intended victims fight back. https://twitter.com/MrAndyNgo/status/1551786810027671552 https://twitter.com/BernardPDXHRC/status/1548467446637465602 https://twitter.com/tradishskinbyrd/status/1548462871805190144 httphttps://twitter.com/MrAndyNgo/status/1551786810027671552?s=20s://twitter.com/MrAndyNgo/status/1551786810027671552?s=20 https://twitter.com/MrAndyNgo/status/1551786810027671552?s=20 Antifa in Portland apparently tried their bully tactics on the Gypsy Jokers motorcycle club over the weekend and things turned — surprise! — violent. In the end, with one dead and five more wounded (video), police try to put together just what happened. *********************** Anonymous Spokesman Flees Over Safety Concerns https://www.seeker.com/anonymous-spokesman-flees-over-safety-concerns-1765504062.html Though the jury's still out on the veracity of Anonymous' showdown with south-of-the-border bullies, Barrett Brown has emerged as the face of the hacktivist collective, which last week bit off possibly more than it could chew when it threatened the Mexican drug cartel Los Zetas. Last week we told you how Anonymous drew a line-in-the-sand ultimatum, threatening to go public with the identities of local police, journalists, taxi drivers and other allies who conspire with Los Zetas if the cartel didn't release a kidnapped Anonymous member. Though Anonymous apparently called off their Operation Cartel (#OpCartel) after Los Zetas allegedly returned the kidnapped victim, Brown has decided to flee his Dallas home over concerns for his security. On Nov. 8, he tweeted, "I've got ex-military people releasing info on me and family. Have to leave Texas." According to a tweet, members of #OccupyDC picked up the tab for a plane ticket to New York City after Brown tweeted "Anyone who can buy me ticket to NYC/Boston and have me pay them back in month, let me know. [email protected]. Home no longer secure." Perhaps fleeing to more northern exposures was a good move for Brown - especially after a Mexican man was found decapited and dumped in the town of Nuevo Laredo, one mile from the Texas border. The man's hands were handcuffed behind his back, his body and head publicly strewn on a bloody sheet of canvas scrawled with the message: "Hi I'm ‘Rascatripas' and this happened to me because I didn't understand I shouldn't post things on social networks." ********************* Anonymous Hackers and Hacktivist Group retreats from Mexico / Mexican Los Zetas Drug Cartel confrontation https://www.theguardian.com/technology/2011/nov/02/anonymous-zetas-hacking-climbdown Threats to begin unmasking members of Zetas reined back as cartel rumoured to be hiring own security specialists for physical retaliation – as others question whether Anonymous member was ever kidnapped in Veracruz Plans by the hacker collective Anonymous to expose collaborators with Mexico's bloody Zetas drug cartel – a project it dubbed "#OpCartel" – have fallen into disarray, with some retreating from the idea of confronting the killers while others say that the kidnap of an Anonymous hacker, the incident meant to have spawned the scheme, never happened. The apparent climbdown by the group came as one security company, Stratfor, claimed that the cartel was hiring its own security experts to track the hackers down – which could have resulted in "abduction, injury and death" for anyone it traced. ********************* Motorcycle Monday: Antifa Declares War On Oregon Motorcycle Clubs / Biker Gangs https://autos.yahoo.com/motorcycle-monday-antifa-declares-war-160000181.html Back on Saturday, July 16 members of Antifa followed through on vows to try disrupting a gathering at the HonkyTonk Bar in Salem, Oregon. The result of the far-left group’s actions is what some are predicting to be a war between them and several motorcycle clubs throughout Oregon. If that sounds to you like a confrontation which would be wise to back away from, you’re not alone. What happens next could be ugly. Watch the latest Motorious Podcast here. Originally, Antifa groups began rallying members and supporters to join a “counter demonstration” for the “Take Action Tour” event being held at the HonkyTonk Bar. They characterized the venue’s gathering as “racist” and catering to both “fascists” as well as “white supremacists.” That event was marketed by the bar as “Hero Appreciation Day” complete with a dunk tank, bike show, eating contest, live music, bouncy house, family-friendly karaoke, free hot dogs, etc. According to several Twitter posts from accounts journalist Andy Ngo says are Antifa members, the group which confronted them was the Free Souls Motorcycle Club. The one percenter motorcycle club might not have the household brand name of the Hells Angels, however its roots run deep. Founded in Eugene, Oregon in 1968 there’s considerable controversy over the details of its foundation, history, and what its aims are today. Regardless, Antifa seems poised to take it and other one percenter motorcycle clubs on in Oregon, promising for a confrontation like they’ve never seen. White Rose of the Willamette Valley used its Twitter account to complain after Salem police didn’t protect their fellow Antifa members during the confrontation. It said Free Souls and “other uniformed security” both “attacked and injured community members peacefully protesting” without supplying details or other evidence. Unlawful whatever on Twitter claimed “one of ours” was hospitalized from the fight, retweeting a different person claiming “Salem police literally backed away” when the Free Souls came out to confront them. Another Antifa account proceeded to dox several people involved in the confrontation, tagging their supposed employers as well as releasing other personal details. It's not like Antifa is unfamiliar with physical confrontation. Per Andy Ngo, one of the organizers of the demonstration at the HonkyTonk Bar was arrested in 2021 after allegedly hitting a female police officer. Ngo claimed another in attendance plead guilty the week before for doing over $164,000 in damages to a courthouse. Nobody knows for sure what comes next in this feud, but some purported Antifa members took to Twitter to either voice their concern for the group’s trajectory or encourage others to push forward in that direction. One person warned Oregon motorcycle clubs are “highly organised (sic) and relentlessly violent and have vast networks you don’t understand.” Though some #Antifa members in Portland have been warning their comrades about making a vendetta against motorcycle clubs, others have welcomed the feud & are discussing ways to arm up for "battle." ************************ Crips Gang https://www.youtube.com/watch?v=2a0uxQ07lm8 The Crips is an alliance of street gangs that is based in the coastal regions of Southern California. Founded in Los Angeles, California, in 1969, mainly by Raymond Washington and Stanley Williams, the Crips were initially a single alliance between two autonomous gangs; it is now a loosely-connected network of individual "sets", often engaged in open warfare with one another. Traditionally, since around 1973, its members have worn blue clothing. The Crips are one of the largest and most violent associations of street gangs in the United States.[22] With an estimated 30,000 to 35,000 members in 2008,[3] the gangs' members have been involved in murders, robberies and drug dealing, among other crimes. They have a long and bitter rivalry with the Bloods. Some self-identified Crips have been convicted of federal racketeering.[23][24] *********************** Bloods Gang https://www.youtube.com/watch?v=gOqenQz0UJM https://www.youtube.com/watch?v=DRJJQNE_nzc The Bloods are a primarily African-American street gang founded in Los Angeles, California. The gang is widely known for its rivalry with the Crips. It is identified by the red color worn by its members and by particular gang symbols, including distinctive hand signs. The Bloods comprise various subgroups known as "sets", among which significant differences exist, such as colors, clothing, operations, and political ideas that may be in open conflict with each other. Since the gang's creation, it has branched throughout the United States. *********************** Sureno 13 Gang https://www.youtube.com/watch?v=9R3tIzDcDD0 Sureños ([suˈɾe.ɲos]; Spanish: Southerners), Southern United Raza, Sur 13 or Sureños X3 are groups of loosely affiliated gangs[35] that pay tribute to the Mexican Mafia while in U.S. state and federal correctional facilities. Many Sureño gangs have rivalries with one another, and the only time this rivalry is set aside is when they enter the prison system.[3][28][36] Thus, fighting is common among different Sureño gangs even though they share the same common identity. Sureños have emerged as a national gang in the United States.[4] https://www.youtube.com/watch?v=BFWoZqY-AXs https://www.youtube.com/watch?v=TbUJLm9gYSM https://www.youtube.com/watch?v=I_y-KJdQTq4 https://www.youtube.com/watch?v=X1MgecmTq5g Biggest Sureno Gangs: Sureños 13 / Southside 13 / Southside Locos 18th Street gang / Barrio 18 38th Street gang The Avenues Armenian Power South Los 13 Azusa 13 Barriox13 Barrio Mojados Clanton 14 Culver City Boys 13 El Monte Flores 13 Florencia 13 East Side Ghetto Family 13 Longos 13 Logan Heights Gang Maravilla La Mara Salvatrucha MS-13 Norwalk Locos OVS Playboys Pinoy Re-al PR 13 (Philippines / Filipinas) Puente 13 Santa Monica 13 Temple Street TST 13 / Calle Templo/Templero Trece (Philippines / Filipinas) True Brown Style TBS 13 / Vera Indio Istilo Trece (Philippines / Filipinas) Toonerville Rifa 13 Varrio Nuevo Estrada Vatos Locos 13 Venice 13 Vineland Boys Gang Westside Locos 13 White Fence *********************** Norteno 14 Gang https://www.youtube.com/watch?v=wlR49mIlFUI Norteños (Spanish: [noɾˈteɲos] meaning Northerners; Norteñas for females) are the various, affiliated gangs that pay tribute to Nuestra Familia while in California state and federal correctional facilities.[9] Norteños may refer to Northern California as Norte Califas. Their biggest rivals are the Sureños from Southern California.[3] The statewide north-south dividing line between Norteños and Sureños has roughly been accepted as Bakersfield, California.[3] The gang's membership consists primarily of Mexican Americans. *********************** La Mara Salvatrucha MS 13 https://www.youtube.com/watch?v=PjCBfd2RTm0 Mara Salvatrucha, commonly known as MS-13, is an international criminal gang that originated in Los Angeles, California, in the 1970s and 1980s. Originally, the gang was set up to protect Salvadoran immigrants from other gangs in the Los Angeles area. Over time, the gang grew into a more traditional criminal organization. MS-13 is defined by its cruelty, and its rivalry with the 18th Street gang. Many MS-13 members were deported to El Salvador after the end of the Salvadoran Civil War in 1992, or upon being arrested, facilitating the spread of the gang to Central America. The gang is currently active in many parts of the continental United States, Canada, Mexico, and Central America. Most members are Central American, Salvadorans in particular. As an international gang, its history is closely tied to United States–El Salvador relations. In 2018, the gang's US membership of up to 10,000 accounted for less than 1% of the 1.4 million gang members in the United States, and a similar share of gang murders. The gang is often referenced by the United States' Republican Party to advocate for stricter immigration policies. *********************** 18th Eighteen Street Gang 18th Street gang, also known as M18, Calle 18, Barrio 18, La18 or Mara-18 in Central America, is a ruthless, multi-ethnic transnational criminal organization that started as a street gang in the Rampart area of Los Angeles, California. They are considered to be the largest transnational criminal street gang in Los Angeles and it is estimated that there are tens of thousands of members in Los Angeles County alone. The FBI has documented close to 65,000 active gang members and they are active in 120 cities in 37 U.S. states. https://www.youtube.com/watch?v=gG6pN0t6wGQ https://www.youtube.com/watch?v=JLHLGpPxz18 *********************** Asian Boyz ABZ 1226 Crips Gang Amongst the Asian Boyz, also known as ABZ, AB-26, or ABZ Crips,[12] are a street gang based in Southern California. They were founded in the late 1980s as part of efforts of protection[13][14] for Cambodian refugees from the more numerous American gangs in their localities.[15][16] According to the FBI, the gang is predominantly Southeast Asian-American, of which Cambodian account for their majority, while Vietnamese and other Southeast Asians comprise sizable numbers.[12] With approximately 12,000 members, many are known to have enlisted in the U.S. military through which some were able to use their position to traffic drugs.[14] According to the FBI's 2009 National Gang Threat Assessment, the Asian Boyz are active in 28 different cities, in 14 different states across the U.S.[3] The Asian Boyz, or ABZ, are an Asian American street gang. Some sets are formed with Crips, earning the name ABZ Crips. The gang was formed in 1985 by Cambodian youths in Southern California. They represent by displaying the color blue, similar to the Crips. The Asian Boyz gang consist mainly of males of Vietnamese, Filipino, Cambodian, or Laotian descent The Asian Boyz or ABZ Gang https://www.youtube.com/watch?v=obfPlqWyrSc *********************** Sons of Samoa SOS Crips Gang Sons of Samoa is a Crips-affiliated street gang based in Long Beach, California, United States. Its membership mainly consists of Samoan Americans with other Pacific island members. https://www.youtube.com/watch?v=HxoGlrM6Xjg ***************** Tonga Crip Gang / Tongan Crips TC/ TCG Gang The Tongan Crip Gang, or West Side 102st Tonga Crip Gang, is a street gang that is a subset of the Crips gang. The gang is active in the U.S. states of California, Utah and others, as well as a presence in New Zealand, Australia, and Canada. Tongan Crip Gang members are primarily of Pacific Islander descent, mainly Tongan. https://www.youtube.com/watch?v=IpWokmSolGo ****************** Tiny Raskal Gang / Tiny Rascal Gang or TRG 7126 The “TRG”, also known as the “Tiny Raskal Gang” Tiny Rascal Gang or “Tiny Rascals”, was created in California during the middle 1980′s. It was formed by Cambodian youth gang members and is presently considered the largest Asian Street gang in the United States. Tiny Rascals Gang is the largest Asian gang in the country. Two sets are known “The Grey Rags” and “The Blue Rag sets”. This gang is known to have members in Connecticut, the Portland, Maine, the Lowell,MA and Brattleboro, VT) areas, as well as in the New Hampshire Prison System. Member are both male and female. The females are known as the “Lady Rascals Gang”. Originally, the gang’s main purpose was to protect Cambodians from other, more established gangs of Long Beach, who were predominately comprised of Mexicans and African Americans. For this reason, the gang initially allowed only Cambodians to join, but later allowed other Asian Americans to join as well. Many Tiny Rascal Gang members from the Long Beach area have been deported either because of their illegal status in the United States, or for committing crimes as non citizens, or both. As a result of these deportations, members of TRG have recruited more members in their home countries. The Los Angeles Times contends that deportation policies have contributed to the size and influence of the gang both in the United States and in Cambodia. Cambodian authorities report that approximately 60% of prison inmates serving prison terms for gang related crimes there have either fled prosecution or been deported from the United States. Tiny Raskal Gang or TRG 7126 https://www.youtube.com/watch?v=j7a6728W1Gs Tiny Raskal Gang or TRG 7126 ******** Chicago Gangs https://www.youtube.com/watch?v=XK5S-6uNmMc https://www.youtube.com/watch?v=RocPVNFt54U https://www.youtube.com/watch?v=7EwcbcTlQvg https://www.youtube.com/watch?v=z8_cnNmq3Uk https://www.youtube.com/watch?v=1TsCvuwwKwg https://www.youtube.com/watch?v=EP-jWmQ53Mc People Nation or People Gang Alliance: Latin Counts or LC Almighty Bishops Latin Brothers Latin Angels Latin Pachucos Familia Stones 12th Street Players Party Players Insane Unknowns Latin Kings Alnighty Saints Spanish Lords Black P Stones Insane Southside Popes Almighty Popes Aztec Souls 4th Generation Messiahs Spanish Vice Lords Four Corner Hustlers Mafia Insane Vice Lords Micker Cobras El Rukns Vice Gaylords Kents Folk Nation or Folks Gang Coalition: Gangster Disciples Black Disciples Maniac Latin Disciples Satan Disciples LA Raza Black Gangster Disciples Spanish Cobras Latin Eagles Imperial Gangster latin Disciples Simon City Royals Spanish Gangster Disciples Two Sixers International Posse *********************** Los Angeles Gangs https://www.youtube.com/watch?v=OD3oAv3v70I Abergil Crime Family Avenue Kings Familia Bahala Na Gang Black Guerrilla Family Bloods Black P. Stones Bounty Hunter Bloods Pirus Inglewood Family Bloods Crips 8Trey Gangster Crips Asian Boyz Grape Street Watts Crips 30 Strong Santa Monica Rollin 60's Neighborhood Crips Sons of Samoa Tongan Crip Gang Venice Shoreline Crips Compton Executioners Lynwood Vikings Los Angeles crime family Peckerwood Aryan Brotherhood Nazi Lowriders Public Enemy No. 1 Satanas Sarzana Sinaloa Cartel Mexican Mafia Sureños 18th Street gang 38th Street gang The Avenues Armenian Power South Los 13 Azusa 13 Barriox13 Barrio Mojados Culver City Boys 13 El Monte Flores 13 Florencia 13 East Side Ghetto Family 13 Logan Heights Gang MS-13 OVS Playboys Puente 13 Santa Monica 13 Temple Street Toonerville Rifa 13 Varrio Nuevo Estrada Venice 13 Vineland Boys Gang Westside Locos 13 White Fence Tiny Rascal Gang Triad 14K Triad Bamboo Union Big Circle Gang Black Dragons Four Seas Gang Wah Ching Wo Hop To Yakuza South Gate Brotherss SGB13 *********************** Gangster Disciples Gang https://www.youtube.com/watch?v=b0fjzPEIoLw The Gangster Disciples (often abbreviated as the GD's, formerly GDN) are an African American street and prison gang, which was formed in 1969, by Larry Hoover and David Barksdale. The two rival gangsters united together to form the Black Gangster Disciple Nation (BGDN). Since 1989, after a decline in leadership caused friction between the two gangs, the BGDN has divided into different factions known today as the Gangster Disciples and the other being the Black Disciples. As of 2022, the Gangster Disciples have no full leadership following Hoover's departure.[11] *********************** Latin Kings https://www.youtube.com/watch?v=AME47axSeBw The Almighty Latin King and Queen Nation (ALKQN, ALKN, or LKN, also known as simply Latin Kings) is one of the largest Hispanic and Latino street and prison gangs worldwide.[22][23][24] The gang was founded by Puerto Ricans in Chicago, Illinois in 1954.[25][26] History Latin Kings sweater patch King Motherland Chicago faction The Latin Kings were founded in the Humboldt Park area of Chicago in 1954 by Ramon Santos as the Imperials, a Puerto Rican progress movement with the goal of overcoming racial discrimination.[2] With the Latino community facing constant violence from Greek and Italian greaser gangs, the Imperials merged with various other Puerto Rican and Mexican street gangs to form the Latin Kings.[1] They would later, however, devolve into a criminal enterprise operating throughout the United States. There are two umbrella factions: the King Motherland Chicago (KMC) – also known as King Manifesto and Constitution – and Bloodline, formed in New York City in 1986. All members of the gang identify themselves as Latin Kings.[3] Latin Kings associating with the Motherland faction also identify themselves as "Almighty Latin King Nation" (ALKN); they make up more than 160 structured chapters operating in 158 cities in 31 states. The membership in Chicago is estimated to be 20,000 to 35,000.[27] The Chicago faction of the Latin Kings is recognized as one of the largest Hispanic street gangs in the United States after the Sureños and Norteños, as well as MS-13 and the 18th Street gang, and one of the largest street gangs based in Chicago.[28] Their greatest membership is within the United States; in the city of Chicago alone, the gang has more than 25,000 members.[29] The Latin Kings have also organized chapters in numerous states and several Latin American and European countries.[30] ****************** Sinaloa Mexican Drug Cartel The Sinaloa Cartel (Spanish: Cártel de Sinaloa or CDS) is a drug-trafficking and organized crime organization based in the city of Culiacán, Sinaloa, with operations in the Mexican states of Baja California, Durango, Sonora and Chihuahua. The cartel is also known as the Guzmán-Loera Organization and the Pacific Cartel, the latter due to the coast of Mexico from which it originated. The cartel has also been called the Federation and the Blood Alliance. The ‘Federation’ was partially splintered when the Beltrán-Leyva brothers broke apart from the Sinaloa Cartel. The United States Intelligence Community considers the Sinaloa Cartel “the most powerful drug trafficking organization in the world” and in 2011, the Los Angeles Times called it as “Mexico’s most powerful organized crime group.” https://www.youtube.com/watch?v=EPs7RpTGRhw https://www.youtube.com/watch?v=YGbp1zJKGT4 ***************** Hells Angels Motorcycle Club / Outlaw Biker Gang The Hells Angels Motorcycle Club (HAMC) is a worldwide outlaw motorcycle club whose members typically ride Harley-Davidson motorcycles. In the United States and Canada, the Hells Angels are incorporated as the Hells Angels Motorcycle Corporation. Common nicknames for the club are the "H.A.", "Red & White", "HAMC", and "81".[7] With a membership between 3,000 and 3,600[6] and 467 chapters in 59 countries, the HAMC is one of the largest and most famous motorcycle clubs in the world.[8] Many police and international intelligence agencies, including the United States Department of Justice and Europol, consider the club an organized crime syndicate.[9][10][11][12][13] https://www.youtube.com/watch?v=t0UOs9DpEJs https://www.youtube.com/watch?v=v--k-sRVxwk ************ Bandidos Motorcycle Club / Outlaw Biker Gang The Bandidos Motorcycle Club, also known as the Bandido Nation,[1] is an outlaw motorcycle club[6][7][8] with a worldwide membership. Formed in San Leon, Texas in 1966, the Bandidos MC is estimated to have between 2,000 and 2,500 members[5] and 303 chapters, located in 22 countries,[4] making it the second-largest motorcycle club in the world behind the Hells Angels.[9] Numerous law enforcement and international intelligence agencies classify the Bandidos as an organized crime syndicate.[10][11] https://www.youtube.com/watch?v=eGTV-zbv9EI https://www.youtube.com/watch?v=yDjK0d-xoZY *********** Number 13 means Mexican Mafia - La eMe Prison Gang The Mexican Mafia (Spanish: Mafia Mexicana), also known as La eMe (Spanish for "the M"), is a Mexican American criminal organization in the United States.[1][3] Despite its name, the Mexican Mafia did not originate in Mexico, and is entirely a U.S. criminal prison organization. Law enforcement officials report that the Mexican Mafia is the deadliest and most powerful gang within the California prison system.[25] Government officials state that there are currently 400–500 official members of the Mexican Mafia[citation needed] with thousands of hitmen and associates within prison and an estimate of more than 50,000 foot soldiers who also carry out its illegal activities on the streets in the hopes of becoming full members. The Mexican Mafia appears to have immense reach and influence into every Hispanic street gang in Southern California, including the notoriously brutal MS-13 and 18th Street Gang[citation needed] who are under the Mexican Mafia's control. The U.S. Government considers the Mexican Mafia to be "among the most powerful, dangerous and feared criminal organizations in the world", and even considers La Eme to be more dangerous and at least as powerful as any Mexican drug cartel.[7] https://www.youtube.com/watch?v=aPaKq2bT9ZE ******* Jalisco New Generation Cartel / Cártel de Jalisco Nueva Generación) or CJNG The Jalisco New Generation Cartel (Spanish: Cártel de Jalisco Nueva Generación) or CJNG, formerly known as Los Mata Zetas,[44][45][46][47] is a Mexican organized crime syndicate based in Jalisco which is headed by Nemesio Oseguera Cervantes ("El Mencho"), one of the world's most-wanted drug lords.[48] The cartel has been characterized by its aggressive use of extreme violence and its public relations campaigns.[4] Although the CJNG is particularly known for diversifying into various types of criminal rackets, drug trafficking (primarily cocaine and methamphetamine) remains its most profitable activity.[9][4] The cartel has also been noted for cannibalizing some of its victims, sometimes during the training of new sicarios or cartel members, as well as using drones[10][49][38] and rocket-propelled grenades to attack its enemies.[50] As of 2020, the CJNG is generally considered by the Mexican government to be the most dangerous criminal organization in Mexico[29] and the second most powerful drug cartel in the country after the Sinaloa Cartel.[51] CJNG is heavily militarized and more violent than other criminal organizations. It has a special operations group and other sections for specific types of warfare.[52] Its hitman training program is strict and professional.[53] The CJNG is the most dominant criminal group in the state of Jalisco but the cartel also dominates criminal and drug operations in the states of Nayarit and Colima, with the latter being an important area for shipments of South American cocaine and chemical precursors from Asia.[54] While this cartel is best known for its fights against the Zetas and Templarios, it has also fought La Resistencia for control of Aguililla, Michoacán and its surrounding territories.[37][30][55] More recently, tensions have also begun to rise with the CJNG's arch-rival, the Sinaloa Cartel within the states of Chiapas and Zacatecas. https://www.youtube.com/watch?v=2RZoGOc3VCs ******************************************************************** https://www.youtube.com/watch?v=-5B0aSqBsEM https://www.youtube.com/watch?v=w019MzRosmk https://www.youtube.com/watch?v=SeiMUGqsgC8 https://www.youtube.com/watch?v=4C1dCju0eyA https://www.youtube.com/watch?v=f74GYIVMk3I https://www.youtube.com/watch?v=wdZcPAu0yVw https://www.youtube.com/watch?v=TgYkWvc3Zwg https://www.youtube.com/watch?v=J4I6akKckzg ******************************************************************** Philippines and the Filipino Diaspora: OPERATION ONE PIECE or The 80 - 100 Million Plus (400 Million MAX) Migrant Filipinos / Overseas Filipinos out of ALL 200 - 250 Million (600 Million MAX) Filipinos /OR the 40% to 60% from the Current 10% of the Global Philippine Population including Foreigners or Mestizos born / living in other Countries with Filipino Ancestry as MASS MIGRATION AND DIASPORA PLAN of the Overseas / Migrant Filipinos to become the BIGGEST OVERSEAS MIGRANT DIASPORA in the World for The Year 2060 - 2100. IF China Attacks / Invades the Philippines, 60 Million Filipinos will GO, MIGRATE / IMMIGRATE and PERMANENTLY SETTLE Abroad Especially in Oceania, Europe and the Americas, and the Global Overseas Filipino Diaspora of 12 Million - 72 Million Overseas Filipinos and with Filipino Ancestry WILL MAKE the 40 Million Overseas Chinese living outside China / living abroad and living around the WORLD especially Chinese Diplomats, CCP Party Members and CCP Cadres living Abroad, MSS agents living Overseas, Chinese Students studying abroad, Chinese Tourists, Overseas Chinese Police Station agents, Chinese CCP Propagandists, CCP Grassroot Support Front Groups, Wumaos, PLA agents, Overseas Chinese Triads Gangsters, living Overseas, Chinese Undercover Spies, Overseas Chinese Officials, Chinese Businessmen, Chinese Agents and their Children PAY IN GOLD-AND-BLOOD!!! https://gangsallabout.blogspot.com/2022/07/philippines-and-80-million-of-40.html IF China Attacks / Invades the Philippines, Philippines will IMMEDIATELY Send 60 Million Filipino Migrants, Asylum Seekers, Refugees, Exiles, IMMIGRANTS and SETTLERS or 60% of 120 Million - 200 Million Philippine Population to going Overseas throughout the World like Oceania, Americas and Europe via the Pacific Ocean (and Atlantic Ocean by Panama Canal) by building a "Massive Filipino Pacific Shipping Armada" to be added to existing 12 Million Overseas Filipinos. The Global Filipino Diaspora will increase from 12 Million Overseas Filipinos into 72 MILLION OVERSEAS FILIPINOS within 5 Years. The 60 Million Filipinos Going Overseas to Migrate and Permanently Settle Formula: Australia - 3 Million Filipinos New Zealand - 1 Million Filipinos Canada - 3 Million Filipinos Mexico - 2 Million Filipinos Latin America and Caribbean - 10 Million Filipinos United States - 30 Million Filipinos Europe - 11 Million Filipinos (Britain - 2 Million Filipinos) IF China Attacks / Invades the Philippines and Occupies Manila. The Global Filipino Diaspora of 12 Million to 72 Million Overseas Filipinos as IMMIGRANTS AND SETTLERS, and Foreigners / Mestizos with Filipino Ancestry will AVENGE THE PHILIPPINES by Making the 40 Million Overseas Chinese, 7 Million Overseas Jews and 30 Million Overseas Russians, Pro-China Communists, Anti-Filipino Capitalists, Zionists, Antifa Anarchists, Pro-China Marxists, Maoists, Pro-China Socialists, Pro-China Leftists and Abortionists around the World "VANISHED FOR GOOD" and Pay on Gold and Blood. Global Overseas Filipino Diaspora will START a Multi Front GLOBAL DIASPORA WARS against Overseas Chinese, Russians and Jews living abroad / overseas especially in Britain, Australia, New Zealand, Canada, United States of America US / USA, Pacific Island Nations, Mexico, Latin America, Caribbean, Europe and South Africa. In the FUTURE, there will be MORE Filipinos living abroad / overseas than Filipinos living in the Philippines AFTER China attacks / invades the Philippines. OPERATION ONE PIECE: Philippines will carry out the Biggest MASS MIGRATION AND DIASPORA of 40% to 60% (from the current 10% or 12 Million Diaspora Filipinos including Foreigners or Mestizos born / living in other Countries with FILIPINO ANCESTRY) OR 80 - 100 Million (400 Million MAX) Filipino Diaspora OUT of 200 - 250 Million (600 Million MAX) Total Filipinos Worldwide in the Year 2100 to Australia, New Zealand, Pacific Island Nations to Americas like United States, Canada, Mexico, Brazil, Colombia and Europe ONLY IF China attacks / invades the Philippines. Filipinos will be the BIGGEST Diaspora, Refugees, Tourists, Naturalized Filipinos with Foreign Citizenships, Foreign Born Filipinos, Overseas Migrant Workers, Asylum Seekers and Migrant Group in the World ever in Human History. Filipino will become the BIGGEST Ethnic Minority in every country in the World - 20% of the Foreign Country's Population. About 40 Million in 2022 or 60 Million in the Year 2040 or 80 Million in the Year 2060 or 100 Million to 250 Million (400 Million MAX) Filipino Diaspora in the Year 2100. This means 25 - 40 Million (or 100 Million) Filipinos in Europe; 7 - 10 Million Filipinos in Australia; 5 - 7 Million (or 10 - 20 Million) Filipinos in Mexico; 5 - 7 Million (or 10 - 30 Million) Filipinos in Brazil; 3 - 4 Million Filipinos in New Zealand; 7 - 10 Million Filipinos in Canada; 20 Million (or 100 Million) Filipinos in Latin America and Caribbean; 7 - 10 Million (20 Million) Filipinos in United Kingdom / UK; 35 - 50 (or 100 Million) Million Filipinos in United States / USA; 5 - 7 Million Filipinos in the Middle East and North Africa in the Year 2100. OPERATION ONE PIECE Filipino Diaspora - the Filipinos who lived, born, work and settle OUTSIDE of the Philippines including the Foreign People or Mestizo born / living Abroad who had Filipino Ancestry since the 16th Century. OPERATION ONE PIECE: Philippines and the 80 - 100 Million (400 Million) Filipino Diaspora or the 40 Percent to 60 Percent out of 200 - 250 Million (600 Million) Philippine Population Mass Migration and Diaspora Plan of the Filipinos for 2060 - 2100 Philippines will carry out the Biggest MASS MIGRATION of 40 percent / 40% (from 10 percent / 10% or 12 Million) of Filipino Population Worldwide (To Australia, New Zealand, Pacific Island Nations to Americas like United States, Canada, Mexico, Brazil, Colombia and Europe) ONLY IF China attacks the Philippines. Filipinos will be the BIGGEST Diaspora, Refugees, Asylum Seekers, Tourists, Naturalized Filipinos with Foreign Citizenships, Foreign Born Filipinos and Overseas Migrant Workers and Migrant Group in the World ever in Human History. Filipino Diaspora is to become the BIGGEST Ethnic Minority on every country in the world about 20 percent / 20% of the Host Country's population. About 40 million in 2022 or 60 million in 2040 or 80 million in 2060 or 100 Million in 2100. ****************************************************** The World Diaspora Populations from Other Countries: Philippines: 12 Million - 10% of 110 Million Filipino Population China: 40 Million - 3% of the 1.4 Billion Chinese Population Russia: 30 Million - 20% of 143 Million Russian Population India: 32 Million - 2% of 1.4 Billion Indian Population Mexico: 12 Million - 9% of 130 Million Mexican Population Indonesia: 10 Million - 4% of 276 Million Indonesian Population This is the REAL Opportunity for Filipinos and the Philippines to become the Biggest Overseas Migrant Diaspora of 80 - 100 Million out of 250 Million (400 Million MAX Filipino Diaspora out of 600 Million Filipino Population) in the World by 2060 to 2100 or 40% - 60% of the Philippine Population IF China Attacks / Invades the Philippines. *************************************************** The World's Top Money Remittance Recipients: 1) India - $83 Billion 2) China - $59.5 Billion 3) Mexico - $42.9 Billion 4) Philippines - $34.9 BillionThe Remittance Money of the Philippines will increase from $34.9 Billion to $400 Billion Once the Filipinos WILL become the Biggest Overseas Migrant Diaspora of 80 - 100 Million out of 250 Million (400 Million MAX Filipino Diaspora out of 600 Filipino Population) in the World by 2060 to 2100 or 40% - 60% of the Philippine Population. *************************************************** Approximate populations of non-European origin in Europe (about 20 - 30+ millions, or 3 - 4% (depending on the definition of non-European origin), out of a total population of approx. 831 million): 1) Romani / Gypsies: 20 Million to 30 Million in Europe 2) Jews before the World War 2 and the Holocaust: 11 Million in Europe Black Africans (including Afro-Caribbeans and others by descent): approx. 9 to 10 million in the European Union and around 12.5 in Europe as a whole.[126] Between 4 and 5 million Sub-Saharan and Afro-Caribbeans live in France [127] but also 2.5 million in the United Kingdom,[128] Italy, Germany, Spain, Belgium, the Netherlands and Portugal. (in Spain and Portugal Afro-Caribbean and Afro-Latin American are included in Latin Americans)[129] Turks (including Turks from Turkey and Northern Cyprus): approx. 9 million (this estimate does not include the 10 million Turks within the European portion of Turkey);[130] of whom 3[131] to over 7[132][133] million in Germany but also the rest in France and the Netherlands with over 2 million Turks in France[134] and Turks in the Netherlands,[135][136][137] Austria, the United Kingdom, Belgium, Sweden, Switzerland, Denmark, Italy, Bulgaria, Macedonia, Greece, Romania, Finland, Serbia and Norway. (see Turks in Europe) Arabs (including North African and Middle Eastern Arabs): approx. 6 to 7 million Arabs live in France[127] but also Spain with 1.6 to 1.8 million Arabs,[138][139] 1.2 million Arabs in Germany,[140] the United Kingdom, Italy, Greece, Sweden, the Netherlands, Denmark, Belgium, Norway, Switzerland, Finland and Russia. (see Arabs in Europe) Many Arabs in Europe are Lebanese and Syrian. Indians: approx. 2.5 million; 1.9 million mostly in the United Kingdom[141] but also 473,520[141] in France including the overseas territories, 240,000 in the Netherlands,[141] 203,052 in Italy,[141] 185,085 in Germany,[141] Ireland and Portugal. Pakistanis: approx. 1.1 million in the United Kingdom, but also 120,000 in France,[142] 118,181 in Italy,[143] Spain, and Norway. Bengali: approx. 600,000 mostly in United Kingdom, but also 85,000 in Italy, 35,000 in France, Spain, Sweden, Finland and Greece. Latin Americans (includes Afro-Latin Americans, Afro-Caribbeans, Native Americans, White Latin Americans, miscegenation, etc.): approx. 5.0 million; mostly in Spain[144] (c. 2.9 million) but also 1.3 million in France,[145][146] 354,180 in Italy,[147] +100,000 in Portugal,[148] 245,000 in the United Kingdom[149] and some in Germany.[150] Armenians: approx. 2 million; mostly in Russia but also 800,000 in France,[151] Ukraine, Greece, Bulgaria, Spain, Germany, Poland, the United Kingdom and Belgium. Berbers: approx. 2 million live in France[152] but also Italy, the Netherlands, Belgium and Spain. Kurds: approx. 2 million; mostly in Germany, France, Sweden, Russia, the Netherlands, Belgium and the United Kingdom. Chinese: approx. 1 million; 600,000-700,000 of them live in France,[153] 433,000 live in the United Kingdom,[154] Russia, Italy, Spain, Germany and the Netherlands. Vietnamese: approx. 800,000; mostly in France, Germany, the United Kingdom, Poland, Norway, the Netherlands, Finland, Sweden, Denmark and Russia. Filipinos: approx. 600,000; mostly in the United Kingdom, France, Italy, Spain, Germany, the Netherlands, Sweden, Austria and Ireland.[155] Iranians: approx. 250,000; mostly in Germany, Sweden, the United Kingdom, Russia, the Netherlands, France, Austria, Norway, Spain and Denmark. Somalis: approx. 200,000;[156] mostly in the United Kingdom, Sweden, the Netherlands, Norway, Germany, Finland, Denmark and Italy. Assyrians/Chaldeans/Syriacs: approx. 200,000; mostly in Sweden, Germany, Russia, France and The Netherlands. Japanese: approx. 100,000; mostly in the United Kingdom and Germany. Filipinos MUST be the Second Largest Migrant Group in Europe after the ROMA (ROMANI) / GYPSY People of 20 Million - 30 Million and the Pre-Holocaust Jewish Population of 11 Million in Europe by becoming 25 Million Filipinos in Europe. The means are Mass Migration, Mass Naturalization, Mass Intermarriage, Mass Interbreeding and Mass Forced Impregnation of Local White / European Women in Europe or the European Union (EU). If Filipinos are Lucky, Filipinos will have 40 Million Filipinos (including EU Born Filipinos and Europeans with Filipino Ancestry) in Europe by 2100. If CHINA ATTACKS AND INVADES THE PHILIPPINES, Filipinos will have 60 Million to 100 Million Filipinos (including EU Born Filipinos and Europeans with Filipino Ancestry) in Europe by 2100. ********************************************************************************** Immigrant refers to all those who hold or have ever held permanent resident status in Canada, including naturalized citizens.[110] 1 India 668,565 8.87% 1.9% 2 China 649,260 8.61% 1.85% Officially the People's Republic of China. Excludes Hong Kong and Macau (included in this table below). 3 Philippines 588,305 7.8% 1.67% 4 United Kingdom 499,120 6.62% 1.42% Officially the United Kingdom of Great Britain and Northern Ireland. Includes Scotland, Wales, England and Northern Ireland. Excludes Isle of Man, the Channel Islands, and British Overseas Territories. 5 United States 253,715 3.36% 0.72% 6 Italy 236,635 3.14% 0.67% 7 Hong Kong 208,935 2.77% 0.59% Officially the Hong Kong Special Administrative Region of China. 8 Pakistan 202,255 2.68% 0.58% 9 Vietnam 169,250 2.24% 0.48% Many from the former Republic of Vietnam 10 Iran 154,420 2.05% 0.44% Filipinos MUST be the Largest Migrant Group in Canada by becoming 7 Million - 10 Million Filipinos in Canada. The means are Mass Migration, Naturalization, Intermarriage, Interbreeding and Forced Impregnation of Local White / Canadian Women in the Canada. ********************************************************************************** Australian Bureau of Statistics (2020) Place of birth Estimated resident population[A] Total Australian-born 18,043,310 Total foreign-born 7,653,990 England 980,360 India 721,050 Mainland China[B] 650,640 New Zealand 564,840 Philippines 310,050 Vietnam 270,340 South Africa 200,240 Italy 177,840 Malaysia 177,460 Sri Lanka 146,950 Filipinos MUST be the Largest Migrant Group in Australia by becoming 7 Million - 10 Million Filipinos in Australia. The means are Mass Migration, Mass Naturalization, Mass Intermarriage, Mass Interbreeding and Mass Forced Impregnation of Local White / Australian Women in Australia. ********************************************************************************** Foreign-born population in the United States in 2019 by country of birth Country of birth Population (2019) 2018–2019 change Total foreign-born 44,932,799 +204,297 Mexico 10,931,939 −239,954 India 2,688,075 +35,222 China[a] 2,250,230 +28,287 Philippines 2,045,248 +31,492 El Salvador 1,412,101 −7,229 Vietnam 1,383,779 +38,026 Cuba 1,359,990 +16,030 Dominican Republic 1,169,420 −8,444 South Korea[b] 1,038,885 −214 Guatemala 1,111,495 +104,508 Filipinos MUST become one of the Largest Migrant Groups in United States SECOND after to the AFRICAN AMERICANS of 41 Million in the United States by becoming 30 Million - 35 Million Filipinos in the United States of America / US / USA. Jews had a Population of 7.2 Million in the United States. The means are Mass Migration, Mass Naturalization, Mass Intermarriage, Mass Interbreeding and Mass Forced Impregnation of Local White / American Women in the US. If Filipinos are Lucky, Filipinos will have 50 Million Filipinos (including US Born Filipinos and Americans with Filipino Ancestry) in the United States of America by 2100. If CHINA ATTACKS AND INVADES THE PHILIPPINES, Filipinos will have 70 Million to 100 Million Filipinos (including US Born Filipinos and Americans with Filipino Ancestry) in the United States of America by 2100. *************************************************************************** New Zealand Migrants by Country of Origin England - 210,915 China - 132,906 India - 117, 348 Australia - 75, 696 South Africa - 71,382 Philippines - 67,632 Filipinos MUST be the Largest Migrant Group in New Zealand by becoming 3 Million Filipinos in New Zealand. The means are Mass Migration, Mass Naturalization, Mass Intermarriage, Mass Interbreeding and Mass Forced Impregnation of Local White / Women in New Zealand. ********************************************************************************** United Kingdom / Britain Migrants by Country of Origin The period between 2001 and 2010 saw significant change in the UK's foreign-born population. In particular, the 2004 and 2007 enlargements of the European Union have led to mass migration from Poland, Bulgaria, Latvia, Romania, Slovakia and Lithuania.[18] The number of Poland-born people resident in the UK increased from 60,711 in 2001 to an estimated 532,000 in the year to December 2010, whilst the population born in Lithuania increased from 4,363 to an estimated 87,000.[18] The most significant decrease in a foreign-born population resident in the UK between 2001 and 2010 is in the number of those originating from the Republic of Ireland. Whilst 533,901 people born in the Republic of Ireland were resident in the UK in 2001, this is estimated to have declined to 405,000 by 2010.[18] Country of birth Population (2001 census) Population (2015 UN estimate)[22] Corresponding article(s) United Kingdom 53,923,642 56,254,898 British people; Cornish people, English people, Manx people, Northern Irish people, Scottish people, Welsh people India 467,634 776,603 Indians in the United Kingdom Poland 60,711 703,050 Poles in the United Kingdom Pakistan 321,167 540,495 Pakistanis in the United Kingdom Republic of Ireland 537,108 503,288 Irish migration to Great Britain Germany 266,136 322,220 Germans in the United Kingdom Bangladesh 154,362 230,143 Bangladeshis in the United Kingdom South Africa 141,405 218,732 South Africans in the United Kingdom Nigeria 88,378 216,268 Nigerians in the United Kingdom United States 158,434 212,150 Americans in the United Kingdom China 51,078 182,628 Chinese in the United Kingdom Jamaica 146,401 172,829 Jamaicans in the United Kingdom Italy 107,244 151,790 Italians in the United Kingdom Kenya 129,633 151,073 Kenyans in the United Kingdom France 96,281 149,872 French in the United Kingdom Philippines 40,118 139,570 Filipinos in the United Kingdom Filipinos MUST be the Largest Migrant and Diaspora Group in the United Kingdom by becoming 7 Million to 10 Million Filipinos in the United Kingdom (UK) or Great Britain. The means are Mass Migration, Mass Naturalization, Mass Intermarriage, Mass Interbreeding and Mass Forced Impregnation of Local White or British / Briton Women in the UK. ********************************************************************************** RIGHT now, CHINA started to forbid and banned Mass Migration of Chinese People who want to flee and leave China as a Threat to Social Stability, Threat to the Rule of the Chinese Communist Party or the CCP and to Suppress Dissent by banning people from leaving China like cutting the corners of their passports, Building Illegal Overseas Chinese Police Stations in other Countries, Chinese Population Decline, ripping off plane tickets, blacklisting potential dissidents / enemies of the state, exit bans, coercion, hostage diplomacy, calling police and state security bureau, increase mass surveillance, mass arrests and screening, intimidation, harassment, censorship, zero-covid policy, one-child policy, forced abortions and forced sterilizations, oppressing dissidents / ethnic minorities, tightening immigration rules, banning the carrying of money and high value / expensive items by potential migrants who want to leave China. China / CCP wants to keep the Number of Overseas Chinese who lived Abroad to "40 Million" only. ************************************************* Mexico, India, Russia, Pakistan, Iraq, Iran, Venezuela, Cuba, North Korea, Syria, Afghanistan, Indonesia, and China are now getting several suspicions as a Hostile Foreign Security Risks and THREAT TO NATIONAL SECURITY, FOREIGN AGENTS / SPIES and UNABLE TO ASSIMILATE PEACEFULLY, SPREADING DISINFORMATION AND PROPAGANDA, POLITICAL INTERFERENCE, TRAITORS, SUBVERSIONISTS, INFILTRATORS, STEALING TRADE / MILITARY SECRETS, PARASITES, DISLOYALTY and NEVER Share Local Common Culture / Local Common Customs or Moral Values with Host Countries or Creating Trouble / Committing Crimes in Host Countries in the Eyes of Many Host Countries especially Europe (European Union / EU), United States, Canada, New Zealand and Australia. ************************************************* FILIPINOS will NEVER Betray and become a Threat and always Share Local Common Culture / Local Common Customs with Host Countries, Moral Values with Host Countries, or Creating Trouble / Committing Crimes in Host Countries. FILIPINOS are willing to assimilate and become a Naturalized Citizens and SHOW ROCK SOLID LOYALTY BY SHEDDING BLOOD (of Enemies of Host Countries) to all Host Countries EVER!!! ************************************************ Philippines and the Filipino Diaspora MUST Surpass the Other World Diaspora Population by become 40 Million or 80 Million out of 200 Million by 2060 with an increase of 40 Percent If China Attacks / Invades the Philippines. If Filipinos become LUCKY, Become 100 - 250 Million Filipino Diaspora by 2100 OR 40 Percent to 60 Percent of 250 - 400 Million (600 Million MAX) Total Global Filipino Population. The Target of Filipino Mass Migration and Mass Re-population are 25 - 40 Million (100 Million) Filipinos in Europe. 35 - 50 Million (100 Million) Filipinos in United States, 5 Million Filipinos in the Middle East and North Africa. 7 - 10 Million Filipinos in Canada. 7 - 10 Million Filipinos in United Kingdom (UK) / Britain. 7 Million Filipinos in Mexico. 7 - 10 Million (20 Million) Filipinos in Australia. 3 Million Filipinos in New Zealand. 20 Million (100 Million) Filipinos in Latin America and Caribbean. 5 Million Filipinos in Pacific Island Nations. The Overseas Filipino Workers or OFW /OFWs must be only 5% - 10% of the Total Global Filipino Diaspora. Filipinos will become the MAJORITY in ALL PACIFIC ISLAND NATIONS including Hawaii, Aleutian Islands, Midway Island, Guam, Marianas, Galapagos, Easter Island, Palau, Fiji, French Polynesia (Tahiti), Kiribati, Nauru, Niue, Wake Island, Santa Catalina Island, Bouganville (Papua New Guinea) Solomon Islands, Marshall Islands, Diomede Islands, Bismarck Archipelago, Pitcairn, New Britain, New Island, Tokelau, Cliperton, Wallis and Fortuna, Austal, Roratonga, Cook Islands, Samoa, American Samoa, Micronesia, Tuvalu, Vanuatu, New Caledonia, Tonga and Saipan. Also all Nations with a Pacific Coast. Even Filipino Majority the Islands in the Atlantic like the Bermuda, Ascension, Tristan, Cape Verde, Madeira, Azores, Canaries, Falklands and St Helena. **************************************************** IF CHINA ATTACKS OR INVADES THE PHILIPPINES OR China Expels or Injures the Filipinos and Filipino (Ambassadors / Consuls) Embassies / Consulates from China (including, Hongkong, Singapore, Macau, Taiwan) OR Hurt Filipinos, Filipino Fishermen, Filipino Ships in the West Philippine Sea (South China Sea): The GLOBAL FILIPINO DIASPORA in many Countries Worldwide with the strength (400 Million MAX in 2100) of 40% to 60% of Philippine Population, (Current 10 Million Overseas Filipinos with the additional 60 Million Filipino Refugees and Filipino Asylum Seekers after the Chinese Invasion of the Philippines) Filipino Asylum Seekers, Naturalized Filipinos with Foreign Citizenship, Foreign Born Filipinos, Filipino Refugees / Foreigners or Mestizos of their own Home Countries Worldwide with Filipino Ancestry will Make the 40 Million Overseas Chinese around the World "PAY IN GOLD AND BLOOD" in Worldwide Sinophobic Pogroms just like 6 Million Jews during the "HOLOCAUST" in the United States, Canada, Australia, New Zealand, Mexico, Latin America, Britain and Europe. Remember that the Filipinos (Both Pre-Colonial and Colonial) committed anti-Chinese Pogroms (Massacres) against the Chinese population in the Philippines especially in Manila in the years 1405, 1500, 1571, 1574, 1575, 1580, 1603, 1639, 1662, 1686 and 1762. The Global Filipino Diaspora will wage Non-Stop MASS PROTESTS to ALL Chinese Consulates, Embassies, Chinese Communities and Chinatowns to many Nations around the World "ALL AT ONCE" especially in United States, Canada, Australia, New Zealand, Mexico, Latin America, Britain and Europe. Reason: Chinese are Communists. Filipinos HATE Communism and Communists. Communist Terrorists gave only Rebellions in the Philippines by Chinese Communist Jose Maria "Joma" Sison who hide-and-die like a COWARD in the Netherlands and the imminent Chinese Invasion of the Philippines. IF CHINA ATTACKS OR INVADES THE PHILIPPINES, The GLOBAL FILIPINO DIASPORA in many Countries Worldwide with the strength (400 Million MAX in 2100) of 40% to 60% of Philippine Population, Filipino Asylum Seekers, Naturalized Filipinos with Foreign Citizenship, Foreign Born Filipinos, Filipino Refugees / Foreigners or Mestizos of their own Home Countries Worldwide with Filipino Ancestry, Filipino Gangs, Filipino Crime Groups, Filipino Fraternities and Filipino Cyber Hacker Armies MUST attack Overseas Chinese Communities Worldwide especially in Western Countries, Chinese Tourists, Chinese Triads and Gangsters, Chinese Businesses, Chinese Embassies, Chinese Consulates, Overseas Chinese Police Centers, Overseas Chinese Schools / Institutions, Confucius Institutes and Chinatowns around the World in "POGROMS" bigger than the HOLOCAUST / GENOCIDE and MUST Seize the Wealth (Money, Gold, Silver, Jewelry, Overseas Bank Accounts and ETC) of the Wealthy Chinese Billionaires and Millionaires with Golden Passports/ Golden Visas who living outside China to share with the Global Filipino Diaspora and Local Sinophobes Worldwide, Take and Burn their Overseas Chinese Assets, Overseas Chinese Banks and Properties. Even Chinese Superyachts as FILIPINO DIASPORA REVENGE Even WITHOUT the Help of the Philippine Government in Manila in Terms of Centralized Leadership, Command or Coordination towards to the Global Filipino Diaspora especially in Wartime or Philippines is Attacked / Invaded by China. The Filipino Diaspora, Filipino Asylum Seekers, Filipino Gangs, Naturalized Filipinos with Foreign Citizenship, Foreign Born Filipinos, Filipino Fraternities and Filipino Refugees will Attack Exchange Foreign Students from China at Colleges, Universitites and Dormitories (IMPREGNATE ALL Chinese Female Exchange Students and Daughters of Chinese Officials and Chinese Businessmen in all College / University Campuses, Dormitories and their Homes Abroad / outside China) and NGOs or Groups with ties to the CCP Abroad (outside China); The Filipino Diaspora will ASSASSINATE All Chinese Officials like Ambassadors, Spies, Agents, Propagandists, Wolf Warrior Diplomats and Consuls Abroad (outside China) as FILIPINO DIASPORA REVENGE Even WITHOUT the Help of the Philippine Government in Manila in Terms of Centralized Leadership, Command or Coordination towards to the Global Filipino Diaspora especially in Wartime or Philippines is Attacked / Invaded by China. The Filipino Diaspora, Filipino Asylum Seekers, Naturalized Filipinos with Foreign Citizenship, Foreign Born Filipinos, Filipino Gangs, Filipino Fraternities and Filipino Refugees will EXPOSE, NAMING, DOX, HUNT DOWN, EXECUTE, DDOS, HACK, MOBBING, ASSASSINATE, POGROM, EGG, STONE, ACID, PUNCH, SHOOT, HUMILIATE, KICK, EXPELL, SWATTING, PHISHING, ROB, HATE SPEECH, BURGLARIZE, VANDALIZE, FLOG, KIDNAP, SPIT, URINATE, CYBERATTACK, BEAT, GASLIGHT, BURN, SCROLL WITH GRAFFITI, TROLL, MEME, HARASS, PROTEST, EMBARRASS, HUMILIATE, STONE, TAR-AND-FEATHER All Chinese Spies, Agents, Overseas Chinese Police Personnel, Delegates, State / Military / Diplomatic / Intelligence Secrets, Propagandists, Pro-China and Far-Left Communist Leftist Protesters / Advocates / Activists, Little Pinks, Wumao, Woke Scumbags, Children of Chinese Officials, Businessmen, Conspirators and Collaborators / with CCP ties Abroad (outside China) and Chinese Exchange College / University Students in Non-Communist Nations especially in United States, Canada, Australia, New Zealand and Europe as FILIPINO DIASPORA REVENGE Even WITHOUT the Help of the Philippine Government in Manila in Terms of Centralized Leadership, Command or Coordination towards to the Global Filipino Diaspora especially in Wartime or Philippines is Attacked / Invaded by China. *************************************************** IF the JEWS and Zionists around the World TRY to Oppose or Sabotage IT (OPERATION ONE PIECE or The Mass Migration of Diaspora Filipinos (400 Million MAX in 2100) by 40% - 60% of the Philippine Population including Foreigners or Mestizos born / living abroad with Filipino Ancestry), Naturalized Filipinos with Foreign Citizenship, Foreign Born Filipinos, Filipino Asylum Seekers and Filipino Refugees. The Filipino Diaspora, Filipino Gangs and Filipino Fraternities will make the Overseas Jewish Communities Worldwide suffer what happened to them during World War 2 like the POGROMS and the HOLOCAUST against JEWS once again, Impregnate Jewish Women and their wealth confiscated during World War 2 AGAIN by a SECOND KRISTALLNACHT and HOLOCUAST AKA HA SHOA against the JEWS by the FILIPINO DIASPORA around the World. Share SOME LOOTED WEALTH from the wealthy Jews to the Global Filipino Diaspora and the Antisemitic Locals (Anti-Semites) in Foreign Countries to gain "Utang na Loob" (Gratitude) towards Filipino Diaspora from the Anti Semitic Locals in the United States, Canada, Australia, New Zealand, Mexico, Latin America, Britain and Europe. Reason: Jews like Karl Marx, Vladimir Lenin and Leon Trotsky created the Satanic Ideology called COMMUNISM. Filipinos HATE Communists and Communism the plague the Philippines by Communist Terrorist Rebellions. *************************************************** Solomon Islands WILL BE SEVERELY PUNISHED and GENOCIDE by the Filipinos / Filipino Diaspora, Gangs, Fraternities, Filipino Asylum Seekers and Filipino Refugees after Overthrowing the Solomon Islands Government for Making a 'Security Pact' with CHINA as a Threat to Filipino Diaspora Migration Ambitions and Philippine National Security Interest in the Pacific Ocean. A Population 1 Million Filipinos will SETTLE in Solomon Islands FOREVER!!! ************************************************* IF Malaysia still refused to pay the $14.6 Billion to the Sultan of Sulu and his Family, Philippines and Diaspora Filipinos will TAKE SABAH from Malaysia to settle 2 Million Filipinos, mostly Muslims of Mindanao and Sulu will settle in Sabah (in Borneo). The Good Opportunity is when China attacks the Philippines, Singapore (Kuala Lumpur will become a next Chinese Target) and Malaysia to take the South China and the Strait of Malacca. Also Indonesia once finished the New Capital City of NUSANTARA in Borneo. Give the Limbang Gap to Brunei. ***************************************** The Advantages, Benefits and Results of OPERATION ONE PIECE or the 40% (80 - 100 Million (400 Million plus MAX) Filipino Diaspora including Foreigners born / living in other Countries with Filipino Ancestry) of the 200 - 250 (600 Million) Million Philippine Population that Filipinos must be lived and worked Abroad especially in the PACIFIC as a Mandatory, Permanent and Eternal MIGRANT DIASPORA in 2060 - 2100 are: NOTE: IF China Attacks / Invades the Philippines. 1) More Powerful Passport Status and Standing (Allowing UNLIMITED Travel to Foreign Countries around the World without a Visa (or less Visa) and Less Expensive Plane Tickets). 2) More Popularity and Fame of Filipino Celebrities to other countries, Peoples, Groups, Companies and Export Filipino Products, Royalties, Copyrights and Goods to increase the PINOY PRODUCT EXPORT SALES Abroad (Outside of the Philippines) to amount $500 Billion - $1 Trillion Profit and Revenue for the Philippines every year. 3) More Revenue for the Philippines from Money Remittances and Foreign Exchange Reserves (FOREX) or Foreign Currencies from $30 Billion to $400 Billion every year. The Charity Donations for the Philippines in case of Natural and Wartime Disasters will be $200 Billion every year. Cryptocurrencies will amount to $30 Billion a year Less Budget Deficit, Less Debt and Less Borrowing / Lending Money (like Loans, Credits, Bonds and etc), More Domestic / Foreign Trade, More Money to Spend by the Filipinos and the Government Projects like the MEGA INFRASTRUCTURE PROJECTS, Local / Foreign Loan Projects, Local / Foreign PPP Projects and Subsidies in the Philippines 4) More Buying of Filipinos Products, Goods and Services. 5) More Promotion and Exposure to Filipino Culture, Artists, Singers, Actors / Actresses, Filipino Social Media Influencers, Filipino Languages, Filipino News and Media in other countries of the world. The Filipino News and Entertainment Media Networks like ABS CBN, GMA Network, PTV, KBP, NUJP, PCIJ, Rappler, Bombo Radio, PNA, TV5, Net 25, Eagle News, UNTV, SMNI and others will build their Overseas Filipino News Media Branches around the World that Filipino Radio, Filipino Newspapers and Filipino Online Influencers / Bloggers / Vloggers will soon follow. 6) Pro Filipino Public Opinion, Pro Filipino Narratives, More Powerful Filipino Voices in Foreign Media Networks of the World (like the BBC, France 24, Wion, DW News, Euronews, CGTN, CCTV, RT, Sputnik, NBC News, Reuters, Free Radio Asia, VOA, PBS News, AFP, Skynews, Televisa, Univision, Telemundo, TVNZ, El Pais, PressTV, Telesur, CNN, ABC News, CBC News, ABC (Australia) News, TRT, Al Jazeera and CBS News) and Formidable Backlashes like POGROMS against the Enemies of the Philippines even at Abroad. 7) More Filipino Celebrities (Actors and Actresses), Filipino Movies (like Historic or Pre-Colonial), Filipino TV shows in Hollywood. 8) Filipino Political Lobby, NGO Groups, Social Groups and Grassroots for all Politicians, Congress and Parliaments to Many Countries in the World. 9) People of Filipino Ancestry will become Politicians, Government Officials, Lawmakers, Soldiers, Policemen and Businessmen in the all Nations in the World, OR Assassinated Key Targets that against Philippine Interest. 10) More Protection in Economic, Social, Media, Political and Military. 11) More Intermarriages and Babies with Foreigners. 12) More Political, Economic, Diplomatic, Public Opinion and Media INFLUENCE in World Affairs. 13) Protection from Racism and Discrimination. 14) More Power, Trade Agreements and Financial Institutions (like RCEP, WTO, TPP, Pacific Alliance, EU Free Trade Agreement, NAFTA, US Free Trade Agreement, QUAD, EEC, India Trade Agreement, ASEAN Free Trade, IPEF, Pacific Islands Forum, Paris Club, IMF, JICA, ADB, World Bank, Arab Gulf States Oil / Petrol Agreement, OPEC, WFP and etc) and Foreign Direct Investments or FDI to the Philippines. 15) Better Housing and Businesses in the Philippines and Abroad. 16) Better Work, Education, Welfare, Career and Life for Filipinos. 17) More Powerful Diplomacy for Filipinos in Foreign Countries and International Organizations, International Talent Reality TV Shows, Beauty Pageants, Sports Events, NGOs and MANY MORE like the UN, UNGA, WHO, Interpol, WTO/OMT, IMO, FAO, UNSC, ICJ, IOM, World Economic Forum, OPEC, UNICEF, UNESCO, APEC, ASEAN, Pacific Community, ILO, UNHRC, ICC, OAS, EU, Asian Games, AU, Olympics, SEA Games, Commonwealth Games, Think Tanks, FIBA, FIFA, Council of Europe, Think Tanks, CSTO, SCO, NATO, G7, G20, QUAD, AUKUS, GCC, AL, OIC, Organization of Commonwealth Nation or OCN, Russian World (Russkiy Mir), American Dream, Islamic Ummah, Indosphere, Sinosphere, British Commonwealth, Eurozone, Franchophonie, La Hispanidad, and etc. 18) More and Betters Job Openings, Worker's Rights, Working Conditions and Opportunities Abroad for Filipinos especially the Overseas Filipino Workers or OFW / OFWs. 19) Lower prices, more profits and more savings in imports, services, utilities and exports like food, medicine, clothes, luxury items, spare parts, electronics, chemicals, machines, vehicles, fuel and etc. 20) Better Partnerships, Recognition and Alliances 21) More Balikbayan Boxes to the Philippines. 22) Filipino (Tagalog and other Local Ethnic Philippine Languages) will become the Top Language in the World . 23) Creation and Expansion of Filipino Companies and Corporations like Jollibee, San Miguel Beer, Megawide, Ayala, Camellia, BPI, BDO, Villarica Pawnshop, Cebuana Lhuillier Pawnshop, Metrobank, Lucky Me, Max's, Goldilocks, NBP, BDO, SM Malls and etc outside of the Philippines. 24) The Filipino Diaspora of 80 - 100 Million Filipinos will contribute 20% to 40% of the Philippines Economic GDP in the Future (2060 - 2100) from 10%. 25) More Foreign Tourists (especially with Filipino Ancestry), Foreign Born Filipinos and Balikbayans will come to the Philippines 26 Foreign Media Outlets will setup branches in the Philippines like the "CNN Philippines". 27) Filipinos and Filipino Diaspora will become MEMBERS, Associates and Allies of ALL Criminal Underworld like Gangs (Surenos 13, Nortenos 14, Mexican Mafia La eMe, Nuestra Familia, Mara Salvatrucha MS 13, Avenues, Florencia 13, Hoover Criminals, Folk Nation, People Nation, Eighteen Street Gang / Barrio 18, Menace of Destruction MOD 301, Tiny Raskals Gang TRG, Crips, Bloods, Gangster Disciples, Trinitarios, Latin Kings, Asian Boyz ABZ), Mafias (Italian [Camorra, 'Ndrangheta, Cosa Nostra], Russian, Triads, Yakuza, Serbian, Albanian), Drug Cartels (Sinaloa Cartel, Clan Golfo / Colombian Gulf Clan Cartel, Los Zetas Cartel, Juarez Drug Cartel, Tijuana Cartel, Gulf Cartel, Jalisco Nuevo Generacion), Outlaw Motorcycle Club / Biker Gangs (Hells Angels, Mongols, Vagos, Outlaws, Finks, Rebels, Bandidos), Cybercrime Groups, Criminal Black Markets, Money Laundering Networks, Criminal Cryptocurrency / Darknet (Darkweb) Markets and Groups, Armed Groups, Organized Crime Groups, Human Trafficking, Horse Racing, Forced Labor, Sex Trafficking, Prostitution, Casino Gambling Cheating Groups especially in Las Vegas Casinos, Theft, Robbery, Fraud, Scam, Extortion, Smuggling, Sports Fixing, Sports Game Betting, Game Fixing, Transnational Criminal Organizations / Syndicates, Rebel Groups and Terrorist Groups AROUND THE WORLD and get FINANCIALLY BENEFITED 28) The WHOLE Pacific Ocean / Pacific Island Nations will become a FILIPINO TERRITORY. Filipinos can pressure the Pacific Island Nation to carry out Filipino Interest and the Benefit of the Philippines. 29) Filipinos will carry out Piracy and PIRATE Activities against Chinese Shipping like Oil Tankers, Fishing Vessels, Research / Spy Ships, Grain Ships, Food Ships and Cargo Ships in the Pacific Ocean, Malacca Strait and Indian Ocean. Filipinos cut the Chinese undersea cables and pipelines in the Pacific and Indian Oceans 30) The Foreign Direct Investments (FDI) coming in to the Philippines will INCREASE from $1 Billion to $100 Billion every year. 31) Filipinos have MORE Influence in all International Courts and Arbitration Courts like THE HAGUE, Brussels and Geneva 32) More Filipinos CAN Participate and Win in the Overseas Lottery or LOTTO Games Jackpot, Casino Jackpot Proce in Casino especially Las Vegas worth Millions of Dollars in the United States, Britain, Australia, New Zealand, Canada and Europe.Then, SHARE some of the LOTTO / Lottery and Casino Jackpot Price Money to the Philippines and the Filipino Diaspora. 33) The Global Filipino Diaspora Can ROB and STEAL Overseas Bank Accounts, Cryptocurrency Reserves, Gold/Silver Reserves, Foreign Exchange Reserves, Luxury Items and DOX and Expose State / Diplomatic / Military / Intelligence Secrets of HOSTILE ROGUE NATION STATES that are deposited in Overseas Banks around the World especially in America, New Zealand, Australia, Canada, Britain, Cayman, Bermuda, Europe and Switzerland which had Chinese Bank Accounts, Russian Bank Accounts, North Korean Bank Accounts, Venezuelan Bank Accounts, Iraqi Bank Accounts, Venezuelan Bank Accounts, Nicaraguan Bank Accounts, Israeli (Jewish) and Zionists Bank Accounts, Afghan Bank Accounts, Burmese Bank Accounts, Pakistani Bank Accounts, Iranian Bank Accounts, Syrian Bank Accounts, Iranian Bank Accounts, Cuban Bank Accounts and Bank Accounts of Hostile Rogue Nations. But also the Bank Accounts of Criminals, Organized Crime Groups, Far Left / Leftist Groups, Communists, Terrorists, Islamists, Jihadists, Woke Groups, Far Right Groups, Religious Extremists too. Then share the loot from the Hostile Rogue Nation Bank Accounts and their Business Oligarchs / Corrupt Government Officials to the Global Filipino Diaspora and the Victims of Rogue Nations Worldwide. Send The Money Secretly to the Philippines. 33-B) Filipino Diaspora can Do Mercenary Work, LOOT, Plunder, Pillage and Impregnate Foreign Women during the Foreign Conflicts in other Countries around the World. Send The Money and the Loot Secretly to the Philippines. 34) Filipinos can attract Even MORE Foreign Investors to Invest in the Philippines 35) Besides the Philippines can take and save MORE Foreign Currency Exchange Reserves (FOREX), The Filipinos and the Philippines can take and save Even MORE Gold and Silver Reserves. Thanks to the Future 400 Million Global Filipino Diaspora (60% of the Philippine Population) by 2100. 36) Philippines can PAY its National Debt of Php12 Trillion in 5 - 10 years. 37) Philippines can ASSASSINATE, Coerce, Fact-Check, Criticize, Smear, Harass and Intimidate the Enemies of the Philippine State anywhere in the World 38) Filipinos can make Protest and Counter-Protest against the Enemies of the Philippines in their Home Countries around the World 39) Philippines can influence the International Politics, Economics, Diplomacy, Conflicts, Media, Public Opinion to all countries of the World 40) The Filipino Activist, NGO Groups and Protest Groups especially the Pro-Filipino or Pro-Government can wage Protest and Counter-Protest against the Enemies of the Philippines like China and the Chinese even at their Chinese embassies and consulates in any country around the World for Bullying the Filipinos in the South China Sea 41) The FlipTop or Flip Top Filipino Rap League and Sunugan Kalye Rap Battle will be well know to all Foreign Countries around the World 42 The Filipino Gangs and Organized Crime Groups (Filipino Street Gangs / Filipino Prison Gangs) in the Philippines and Abroad will become richer, more powerful, more global reaching and more influential like the True Brown Style TBS 13 Street Gang, Temple Street TST 13 Street Gang, Original Pinoy Gangsta OPG, Pinoy Ruthless Mobsters, PRM, Hellside Gang, Pinoy Re-al PR 13 Gang, Westside Islanders WSI, Pinoy True Crips PTC, Original Batang Pinas OBP, Bahala Na Gang BNG, Satanas STS Gang, Jefrox Gang JFX, Filipino Mafia, Mabuhay Pinoy Trece MP 13, Real Pinoy Bloods / Brothers RPB Gang, Sigue Sigue Sputnik SSS Prison Gang, Sigue Sigue Commando SSC Prison Gang and Batang City Jail BCJ Prison Gang, Salisi Gang, Bukas / Basag Kotse Gang, Akyat Bahay Gang, Kuratong Baleleng Gang, Martilyo Gang, Dugo Dugo Gang, Budol Budol Gang, Laglag Barya Gang, Laslas Bag Gang, Estribo Gang, Davao Death Squad DDS and ETC. 43) The Filipino Fraternities in the Philippines and Abroad will become richer, more powerful, more global reaching and more influential like the Tau Gamma Phi / Sigma TGP / TGS Triskelion Grand Fraternity, Alpha Kappa Rho Akrho AKP Skeptron Fraternity, Sigma Rho Fraternity, Scouts Royale Brotherhood Saraba SRB Fraternity, Cavite Varsitarian CV Fraternity, Alpha Phi Omega Philippines, Alpha Phi Beta, Kabalikat Civicom, Upsilon Sigma Phi, Pi Onmicron, Omega Chi Sigma, Batangas Varsitarian BV Fraternity, Magic Five or Magic 5 Fraternity and the GUARDIANS / Philippine Guardians Brotherhood Incorporated PGBI Fraternity and ETC. 44) Filipino Companies like Jollibee, San Miguel, Smart, Globe, Ayala, Megawide, SM Shopping Malls and etc will expand around the world, and also their Filipinos IPO and BPO will be listed to the Biggest Stock Exchange Markets in the World like NASDAQ, New York Stock Exchange / Wall St, London, Toronto, Sydney, Euronext, Frankfurt, Zurich, Toronto, Sydney, Milan, Madrid, Mexico City, Sao Paolo, Oslo, Luxembourg, Lisbon, Brussels, Amsterdam, Vienna, Stockholm, Copenhagen, Dublin, Wellington, Singapore, Tokyo. Many Filipinos can invest and trade in the Stock Exchange Markets of the World. 45) Philippines will have a more secure Economic Supply Chain, Financial Capital Chain, Less Inflation, Less Supply Shortage, Lower Prices, More Balanced Supply and Demand. 46) Filipinos both Foreign-Born, Naturalized Citizens and Foreigners living in other countries of Filipino Ancestry will become foreign citizens, politicians, police, soldiers, generals, voters, lawmakers, sports athletes, businessmen, beauty queens in many countries of the world 47) More Filipino Exchange Students from the Philippines and Filipino Scholars with Overseas School Scholarships (Even anyone with Filipino Ancestry) can go and study to Top Universities, Colleges and Schools in other countries around the World 48) The Philippine Military, Police and Coast Guard can acquire more powerful weapons to defend Philippines against China 49) Philippines will build more Filipino Embassies, Consulates, Department of Foreign Affairs / DFA Offices and Branches; Department of Filipino Overseas and Diaspora Affairs / DFODA (Commission of Filipino Overseas / CFO) Offices and Branches; Department of Migrant Workers / DMW Offices and Branches with even more Filipino Diplomats in all countries in the World. 50) Filipinos will have their own Schools, Institutions, Cultural Centers, Banks, Welfare Centers, Media Centers, Language Training Centers, Hospitals, Gang / Frat Clubhouses, Legal Centers, Small Business Shops, Banks, Money Remittance Centers, Dental Clinics, Eye Clinics, Health Clinics, Money Changers, Service Centers, Balikbayan Box Delivery Services, Theaters, Law Offices, Auto Repair Shops, Grocery Stores, FMA Arnis / Eskrima Martial Arts Studios, Jose Rizal Monuments, Shopping Malls, Supermarkets, Filipino Towns and Cemeteries in all Nations of the World. 51) Filipino Diaspora will create the most powerful cyber / internet army, cryptocurrency army, criminal black markets, money laundering networks, darknet army, darknet / darkweb markets and social media army in the world that can troll, hack, dox and swat the enemies of the Philippines around the world. 52) Filipino Activist, Advocacy Groups, Grassroots Organizations, Civil Society Groups and Civic Groups, Business Groups, Non Government Organizations / NGOs and Social Groups in the Philippines and Abroad will become richer, more powerful, more global reaching and more influential 53) Global Filipino Diaspora can get and receive EVEN MORE Money FROM the Foreign Governments of Foreign Nations Worldwide in the forms of Subsidies, State Welfare Funds, Grants, Donations, Loans, Credits, Tax Breaks, Tax Credits, Foreign Investment Money Inflows, Asylum Funds, Refugee Funds, Humanitarian Aid Funds, Pensions, Benefits, Social Security, Equities, Mortgage, Insurance, Welfare, Social Programs, Stimulus Checks, Tax Refunds, Bonds, Benefits, Pensions, Bailouts, Cryptocurrencies and ETC to share to the Global Filipino Diaspora and Then Send Some Money back to the Philippines. 54) The Global Filipino Diaspora will participate in all FUTURE Major Historical World Events Worldwide like Genocides, Wars, Coups, Elections, Assassinations, Pogroms, Xenophobia, Beauty Pageants, Anti Semitism, Sinophobia, Homophobia, Big Media News, Russophobia, Olympics, All Sports Events, Gang Wars, Piracy, Frat Wars, Criminal Activity, Mass Murders, Civil Wars, Recruitment, Insurgency, Rebellion, Plunder, Pillage, Booty, Lootings, Terrorism, Talent Auditions, Battles, Game Shows, Summary / Vigilante Killings, Mass Rapes, Anniversaries, Parties, Celebrations, Parades, Riots, Religious Events, Invasions, Inaugurations, Revolutions, Casino Gambling Cheating, Human Trafficking, Forced Labor, Sex Trafficking, Prostitution, Protests, Concerts, Film Screenings, Sports Betting, Game Fixing, Sports Fixing, Horse Racing, Mercenary, Global Organized Crimes, Festivals, Memorials, Trafficking, Smuggling, Lottery, Welfare, Charity, Blood Donation, Racism, Islamophobia, other Money Making Schemes and ETC. Share to the Filipino Diaspora. Then Send some Money back to the Philippines. 55) The Credit Ratings and Credit Scores of the Philippines will be increased and improved in the eyes of Investment Companies, Bond Companies, Wealth Management Companies, Insurance Companies, Creditors, Lenders, Banking and Financial Companies like Nasdaq, IMF, World Bank, S&P, Credit Suise, CBS, Equifax, TransUnion, Foreign Central Banks. Experian, Visa, Mastercard, Moodys, Black Rock, S&P, Charles Schwab, BBB, Morgan Stanley, JP Morgan Chase, HSBC, Citi Group, Credit Suise, Nikkei, Nomura, IMF, World Bank, BBB, JICA, ADB and others. Philippines can loan, lend and borrow money easier. 56) Filipinos will become Presidential Guards, Royal Guards, Papal Swiss Guards, Military Honor Guards and ETC in other Nations of the World. 57) Global Filipino Diaspora can go SPACE and Earth-like Planets in the FUTURE. Also get RICH in Mining Gold and Silver in the Asteroid Mining in Asteroids in Space. 58) Global Filipino Diaspora will PROTECT and SUPPORT the Philippines from Financial Crises and Economic Crises in the Future. 59) 20% of every or some Foreign Country's Population, Economy, Labor Market, Market, GDP, Soldiers, Police, Attorneys / Lawyers, Judges, Government Officials, Lobbyists, Advocates, Activists, Criminals, Grassroots, Civil Society, NGO, Gangsters, Frat Members, Officers, Civil Servants, Teachers, Foreign Auxiliaries, Nurses, Janitors, Seafarers, Volunteers, Drivers, Truckers, Guards, Pilots, Seaport / Airport / Border Personnel, Agents, Homeowners, Immigrants, Renters, Journalists, Protesters, Delivery Drivers, Moviegoers, Warehouse Employees, Mall Employees, Taxi / Carpool Drivers, Students, Postal / Mail Workers, IT / Computer Workers and Experts, Interpreters, Tollway Workers, Immigrants, Clients, Tourists, Bank Tellers, Travelers, Refugees, Asylum Seekers, Hackers, Travel Agents, Porters, Jail / Prison Guards, Security Guards, Bodyguards, Mercenaries, Assassins, Executioners, Resort / Casino / Hotel Workers, Migrant Workers, Border Security, Restaurant Waiters, Costumers, Health Workers, Athletes, Players, Gamers, Train / Rail Operators, Construction Crews, Internet Users, Hackers, Airline Stewards / Stewardess, Engineers, Machinists, Carpenters, Roofers, Skilled Trades, Electricians, Plumbers, HVAC Technicians, Maintenance, Masons, Gardeners, Landscapers, Excavators, Morticians, Mechanics, Contractors, Builders, Employees, Consumers, Artists, Actors, Event / Concert Goers, Contestants, Participants, Singers, Actresses, Beauty Queens, Musicians, Clerics, Buyers, Sellers, Store Owners, Celebrities, Traders, Brokers, Caregivers, Bankers, Spies, Commanders, Politicians, Lawmakers, Businessmen, Doctors, Dentists, Technicians, Workers, Farmers, Fishermen WILL BE MIGRANT FILIPINO DIASPORA OR FOREIGNERS / LOCALS WITH FILIPINO ANCESTRY. Overseas Migrant Filipinos will be the Biggest Ethnic Minority and Migrant Minority of every Country in the World. 60) 20% of the World Economy, World Market, World Labor Market and GDP WILL BE MIGRANT FILIPINO DIASPORA OR FOREIGNERS / LOCALS WITH FILIPINO ANCESTRY. Overseas Migrant Filipinos will be the Biggest Ethnic Minority and Migrant Minority of every Country in the World. 61) Global Filipino Diaspora will DEFEND the Philippines from all kinds of Online Cyberattacks, Hackings, Spamming, Ransomwares, DDOS, Phishings, Crackings, Breaches, Hijackings, Scammings, Spying, Making Memes, Trolling, Doxxing, Swatting and ETC. Then, The Global Filipino Diaspora must carry out Cyberattacks, Narrative / Public Opinion Warfare and Internet Campaigns against the Enemies of the Philippines. 62) Global Filipino Diaspora will GIVE the Filipinos in the Philippines and the Nation of the Philippines in Terms of Foreign Aid, Support, Sympathizers Abroad, Protest, Lobbying, Advocacy, Refuge Abroad, Donations, Sanctuary, Help, Charity, Solidarity, Voice Abroad and ETC. 63) Filipino Bloggers, Vloggers, News Media, Entertainment Media, Radio, Singers, Musicians, Actors, Artists, Actresses, Newspapers and Internet Celebrities based in the Philippines will the more popular ABROAD thanks to the Global Filipino Diaspora. 64) The Global Filipino Diaspora in the World Digital Economy like Money Wire Transfer, Money Remittances, Cryptocurrency, NFT, BPO, IPO, Online Debit, Online Credit, Online Banking, Debit Cart, ATM Card, Credit Card, Gift Card, Online Bank Transfers and Etc. 65) The Global Filipino Diaspora will acquire large amounts Real Estate Properties of many Countries of the World especially in United States, Canada, Australia, New Zealand, UK / Britain and Europe. 66) The Philippines and the Global Filipino Diaspora will send Lobbyists, Representatives, Advocates and Delegates to the International Bodies like UN, UNGA, ICC, The Hague, Geneva, UNSC, WTO, ILO, UNICEF, WFP, UNHRC, US Congress, British UK Parliament, European / EU Parliament, Canadian Parliament, Vatican Curia, Dutch Parliament, Council of Europe, Belgian Parliament, Irish Parliament, Swiss Parliament, Austrian Parliament, Australian Parliament, New Zealand Parliament, French Parliament, German Parliament, Spanish Parliament, Italian Parliament, Portuguese Parliament, International Companies and Corporations, Stock Exchange Markets in the World and ETC 67) The Global Filipino Diaspora will be the Biggest contributors of Foreign Intermarriages and Interbreedings with Foreigners of every Country around the World. 68) The Global Filipino Diaspora will be the Biggest Contributors of Hatred like Anti-Semitism, Sinophobia, Russophobia, Xenophobia, Commiephobia / Leftistphobia, Homophobia, Abortionphobia and Islamophobia of every Country around the World especially in the United States, Canada, Australia, New Zealand, Mexico, Latin America, Britain and Europe. 69) The Global Filipino Diaspora will bring Filipino Christmas, Simbang Gabi (Misa de Gallo) and Filipino Lent Season / Holy Week in many Nations around the World especially in United States, Canada, Mexico, Latin America, Australia, New Zealand, Britain and Europe. 70) The Global Filipino Diaspora will fill the Churches which Filipino Language will be used in all Holy Masses especially Lent / Holy Week, Advent and Simbang Gabi (Misa de Gallo) in many Nations around the World especially in United States, Canada, Mexico, Latin America, Australia, New Zealand, Britain and Europe. ****************************************************** NOTE: Filipinos / Global Filipino Diaspora must Migrate ONLY to the Countries 'FAR AWAY' from Mainland China, Taiwan, Macau, Hong Kong, Belarus, Russia, India, North Africa, Middle East, Mainland Southeast Asia, Cuba, Venezuela, Nicaragua, Mongolia, Iran, Pakistan, Central Asia, Afghanistan, North Africa, Rest of Africa, Turkey and North Korea only as possible. The Filipino Diaspora must expect NO Guarantee of Safety / Freedom in Those Hostile Rogue Nations and Failed States. Filipino Diaspora MUST Avoid Travel, Seek Refuge, Work, Seek Asylum and/or Migration to the Rogue Nations at ALL COST!!! ************************************************** OPERATION ONE PIECE: The Steps in How to INCREASE the Mass Migration and Population Numbers of Overseas Migrant Filipinos by 40% (80 - 100 Million (400 Million plus MAX) Filipino Diaspora from 10% including the Foreigners born / living in other Countries with Filipino Ancestry) out of 200 - 250 Million (600 Million) Philippine Population Thanks to China's Invasion to become World's Biggest Diaspora 2060 - 2100 are: NOTE: IF CHINA Attacks / Invades the Philippines 1) Create the Department of Migrant Workers (DMW). 2) Create the Department of Filipino Overseas and Diaspora Affairs (DFODA) to replace the Commission of Filipino Overseas (CFO) and Pass the Mass Migration of the 40% of All Filipino Population Law. 3) Create the Department of Fisheries and Aquatic Resources (DFAR). 4) Build and Expand International Airports in Bulacan, Clark, NAIA, Sangley Point, Davao, General Santos, Zamboanga, Subic, Cagayan, Albay, Cagayan de Oro, Palawan, Iloilo, Bacolod, Bohol, Cebu, Leyte, Quezon and Aurora. 5) Build and Expand International Seaports / Ports in Bulacan, Sangley Point, Davao, Subic, Palawan, Camarines Sur, Iloilo, Bacolod, Bohol, Batangas, Puerto Princesa, Cebu, (Appari and Port Irene) Cagayan, Albay, Surigao, Butuan, Samar, Isabela, General Santos, Zamboanga, Cagayan de Oro, Leyte, (Lucena, Mauban, Infanta and Real) Quezon and (Baler, Casiguran and Dingalan) Aurora in the Pacific Coast. 6) Coordinate the DFA (Department of Foreign Affairs), DICT, PSA, DOTR, DSWD, SSS, NHA, LTO, GSIS, DMW, OWWA, DOJ, Philippine Airlines, POEA, PPA, POLO, DOLE, DFODA (CFO), DFAR (BFAR), Marina, BID, CAAP, Navy, Air Force, AFP, PNP and Coast Guard to carry out the Mass Migration, Mass Settlement, Mass Asylum and Mass Refuge of 40% to 60% of Filipino Population from the Philippines into Overseas / Abroad VIA the Pacific Ocean towards Canada, United States, Pacific Island Nations, New Zealand, Australia, Mexico, Latin America, Britain and Europe by Papua New Guinea, Panama Canal, Baja California, Colima, Chiapas, Acapulco, Colombia, Ecuador, Central America, Sinaloa and Darien Gap ONLY IF CHINA ATTACKS AND INVADES THE PHILIPPINES. 7) Filipino Women must marry foreign men in their home countries to make more Half-Filipino Mestizo Babies. 8) Filipino Men must marry foreign women in their home countries to make more Half-Filipino Mestizo Babies. 9) Filipino Men must impregnate as many foreign women in their home countries per Filipino Man AS HE CAN to make more half-Filipino Mestizo Babies or IMPREGNATE 10 Foreign Women in their home / other countries (Local Women of Host Countries) and EVEN Prostitutes in Foreign Countries per Filipino Man. 9-B) The Filipino Diaspora MUST IMPREGNATE the "DAUGHTERS" of Politicians, Lawmakers, Judges, Police / Military Generals, Occult Secret Societies, Government Officials, Royal Families, Female Royals / Princesses, Criminal Gang Leaders, Fraternity Leaders and Business People on all Foreign Countries in the World; also the Female Descendants of Great Historical Figures from around the world; Female Celebrities like Vloggers, Influencers, Artists, Actresses, Singers from around the world and their daughters especially from Hollywood to make more Half- Filipino Mestizo Babies with powerful / bigger / high influential connections; so the Filipino Diaspora will get Powerful Political and Business Connections with the ruling Political, Criminal Gang / Fraternity and Business Elites in other countries around the world for Negotiations, Meetings, Talks and Concessions to the Terms that Favored for the Filipinos. 10) Ban Abortion in the Philippines like Closing Abortion Clinics; Salvage (EXECUTE) Abortionists by Beheading / Hanging and the Sellers of Abortion Drugs and Pills by Firing Squad, and Burn Abortion Clinics in the Philippines. 11) Ban and Shutdown Overseas Abortion Clinics and Salvage (EXECUTE) Abortionists by Beheading / Hanging / Firing Squad and the Sellers of abortion drugs / pills in Other Countries worldwide if they are aborting Overseas Filipino Babies (pure or mixed) by Fines, Beating and Disfigurement / Branding, and Burn Abortion Clinics if they are aborting Overseas Filipino Babies (pure or mixed) in Foreign Countries. 12) Engage and participate in Foreign Conflicts as Volunteers, Auxiliaries and Mercenaries to impregnate several women per Filipino Man in ALL the Conflict Zones around the World to make more Half-Filipino Babies. 13) Build more Fertility Clinics, Maternity Hospitals and Orphanages for Filipino Children in the Philippines and Abroad. 14) Build Filipino Schools and Cultural Institutions in other countries. 15) Improve Transportation Infrastructure like Inter Island Bridges, Tunnels and Expressways. 16) Improve Agricultural Infrastructure like Farms, Roads Dams in the Philippines. 17) Keep the Pacific Coast and Ocean OPEN for Filipino Mass Migration at all times. 18) Increase Food Production in the Philippines. 19) Improve the Education System, Technical Training Programs, Foreign Languages Training and Foreign Country Orientation Seminar in the Philippines by DEPED, TESDA and CHED. 20) Build a Counterfeit Documents Industry that specialized for ALL Foreign Travel Documents (for all Foreign Countries) in the Philippines for the Future Mass Migration by 40% of Filipino Population. 21) Build the Quezon Isthmus Canal (similar to Panama Canal) in Quezon Province. 22) Build the Biggest Armada / Fleet of Ocean Going Ships for Filipino Mass Migration. 23) Amend the Philippine 1987 Constitution to EXPAND the 60/40 Rule on the Filipino Migrant Population Abroad which means to Obligate that 40% - 60% (200 Million Filipinos in the Philippines; 400 Million Filipinos Abroad) of the Future Total Filipino Population must Migrate, Work, Born, Lived, Settle and Raise Families ABROAD as a FILIPINO MIGRANT DIASPORA via Mass Immigration, Asylum or becoming a Refugee, and to become the Biggest Migrant Diaspora in the World EVER in Human History by Year 2100 IF China Attacks / Invades the Philippines. 24) OPERATION ONE PIECE: an Operation to Make the 40% of Filipino Population as Mandatory FILIPINO MIGRANT DIASPORA as a GREAT Foreign Policy and TOP Priority by ALL Philippine Presidents and Foreign Affairs (DFA) Secretaries, Bureau of Immigration (BID), Migrant Workers (DMW) Secretaries and Commission of Filipino Overseas (CFO) Secretaries IF China Attacks / Invades the Philippines. 25) Make the "Filipino Global Mass Migration Diaspora Trust Fund" instead of "Maharlika Fund" worth of $100 Billion to fund the Biggest Mass Migration and Settlement of Filipinos by Mass Immigration, Asylum or becoming Refugees (Half of the Philippines Population or 60 Million Filipinos) throughout the World in Human History IF China Attacks / Invades the Philippines. Filipino Diaspora must demand the Overseas Chinese and Overseas Jewish Communities around the World to PAY Money to the Global Filipino Diaspora Fund or ELSE. 26) The Global Filipino Diaspora must have representation from around the World at the House of Representatives (Batasan Pambansa) and the Philippine Senate. 27) Filipino Migrants must become Naturalized Citizens in all Foreign Countries. Then, get a Dual Filipino Citizenship after 3 years. 28) Make Philippines especially Manila (and Metro Manila), Cebu City, Davao City, New Clark City, Angeles City, Zamboanga City, Puerto Princessa City, Iloilo City, Mauban, Baler, Aparri, Palanan, Casiguran, Dingalan, Batangas City, Tarlac City, Lucena City, Pagbilao, Cabanatuan City, Legazpi, Mati, Subic, Tanza, Infanta and Real (Quezon), Cavite City, Bulakan (Bulacan), Matnog, Sorsogon City, Bacolod City, Tagbilaran City, Dumaguete City, Liloan, Catarman, Catbaloga, Borongan, Calbayog, Maasin, Palo, Basey, Allen, Naga City, Daet, Tacloban, Bislig, Cagayan de Oro City, Butuan City, Surigao City, General Santos City as a Strategic Global Commercial, Entertainment, Tourism, Trading, Industrial, Financial, Air and Cruise Ship Travel and Transit Shipping Hub in the Indo-Asia-Pacific Region as the Same or SURPASS Hong Kong, Macau and Singapore 29) Put all the Main Foreign Embassies in the Coast of Manila Bay 30) PASS the 'Filipino Diaspora and Mass Migration Act' to obligate that 40% - 60% (200 Million Filipinos in the Philippines; 400 Million Filipinos Abroad) of the Future Total Filipino Population must Migrate, Work, Born, Lived, Settle and Raise Families ABROAD as a FILIPINO MIGRANT DIASPORA via Mass Immigration, Asylum or becoming a Refugee and become the Biggest Migrant Diaspora in the World EVER in Human History by Year 2100 IF China Attacks / Invades the Philippines. 31) The Philippines must invite the Foreign Media Networks like BBC, France 24, Wion, DW News, Euronews, Skynews, Televisa, El Pais, PressTV, AFP, Reuters, VOA, PBS News, Radio Free Asia, Telesur, CNN, ABC News, Telemundo, Univision, CBC News, TVNZ, ABC (Australia) News, NBC News, TRT, Al Jazeera and CBS News to build their Media Branches in the Philippines especially in Manila and the New Clark City. 32) Philippines must return back the Reserve Officers Training Corps (ROTC) to prepare the 60 Million Filipinos for the Trans-Pacific and Trans-Atlantic Oceanic Journeys for Mass Migration and Permanent Settlement of the Future 72 Million Global Filipino Migrant Diaspora as Asylum Seekers, Immigrants, Exiles and Refugees around the World especially to Australia, New Zealand, Canada, United States of America, Mexico, Latin America, Britain and Europe by providing them Physical Training, Military Training, Skilled Trades Training, Cyber Training, Spy / Intelligence Training, Propaganda, Driving Courses, Maritime Seafaring (Sailor) Training, Sports, Martial Arts Training, Combat Training, Weapons Training, Foreign Languages Training, Foreign Country Orientation Courses and Basic and Higher Education / Academics33) Philippines Must INCREASE the Total Current Population towards 200 Million Filipinos by 2040 ************************************************ 60 / 40 RATIO - The 40% to 60% Formula per Total Philippine Population from 10% (12 Million) into 400 Million to become the Biggest Migrants and DIASPORA in Year 2100: NOTE: IF China Attacks / Invades the Philippines. 40 million out of 110 Million Filipinos in 2025 to 2030. 60 million out of 160 Million Filipinos in 2040. 80 to 100 million out of 200 OR more than 400 Million plus Overseas Filipinos in 2060 to 2100. 20% of the Population of Democratic Nations especially United States, Canada, Australia, New Zealand, Britain, Europe, Mexico and Latin American Nations will be Filipino Diaspora 2% of the Population of Autocratic, Oppressive, Rogue, Hostile, Dictatorship, Coup, Junta and Failed Nations (under long conflicts) will be Filipino Diaspora Only 0.00002% for Mainland China, North Korea and India *********************************************** The ULTIMATE GOAL of the OPERATION ONE PIECE is to make a Global Filipino Diaspora living and working Abroad to become 60% of the Total World Filipino Population by 2100 "This means 200 Million Filipinos MUST Stay in the Philippines WHILE 400 Million Filipinos will become the Global Filipino Migrant Diaspora born or living Abroad by 2100." THE TOTAL GLOBAL FILIPINO POPULATION WILL BE 400 MILLION - 600 MILLION PLUS FILIPINOS BY 2100 / TO THE JUDGEMENT DAY The 400 Million plus FILIPINO DIASPORA are Filipinos who are working and living abroad (outside of the Philippines) that are including Foreign Born Filipinos with Filipino or Foreign Spouse/s, Migrant Filipinos, Foreign Naturalized Filipinos (Filipinos with Foreign Citizenship in Foreign Countries) and Foreigners born / living Abroad with Filipino Ancestry. IF China Attacks / Invades the Philippines:. Filipinos will be the BIGGEST Overseas Migrant Diaspora in the World. Filipinos will be the BIGGEST Asylum Seekers in the World. Filipinos will be the BIGGEST Refugees in the World. Filipinos will be the BIGGEST Tourists in the World. Filipinos will be the BIGGEST Overseas Migrant Workers in the World. Filipinos will be the BIGGEST Ethnic Minority in every country in the World - 20% of the Foreign Country's Population. Filipinos will be the BIGGEST Foreign Exiles in every country in the World Filipinos will be the BIGGEST Mixed Race and Mestizos in every country in the World Filipinos will be the BIGGEST Permanent Foreign Settlers in every country in the World Filipinos will be the BIGGEST Immigrants in every country in the World Filipinos will be the BIGGEST Contributors of Foreign Intermarriages and Interbreeding with Foreign Spouses in every country in the World Filipino Diaspora will 20% of the World's Economy and GDP. Also 20% of every Country's Economy and Economy in the World Filipino Diaspora and OFWs will contribute 40% of the Philippine Economy 1) The TOTAL MAXIMUM MONEY REMITTANCE will be $1 Trillion per year. 2) The TOTAL MAXIMUM CHARITY MONEY for Natural and Wartime Disasters in the Philippines will be $1 Trillion upon the Time of Need. 3) The TOTAL MAXIMUM FILIPINO EXPORT PRODUCT & SERVICE SALES will be $2 - $5 Trillion per year 4) The TOTAL MAXIMUM Foreign Direct Investment (FDI) will be $200 Billion per year 5) The TOTAL MAXIMUM CRYPTOCURRENCY and NFT for the Philippines will be $500 Billion per year 6) Philippines and the Filipinos will be One of the BIGGEST Holder Gold / Silver Reserves in the World ONLY After Singapore 7) Philippines and the Filipinos will be One of the BIGGEST Holders of Foreign Currency Exchange Reverses in the World 8) Philippines and the Filipinos will be One of the BIGGEST Holders of Cryptocurrency Reverses in the World 9) Filipinos will be the One of the BIGGEST Holders of Casino Chip Reserves from all Casinos in the World 10) Filipinos will be the One of the BIGGEST Holders of Non-Fungible Token / NFT Reserves in the World 11) Filipinos will be the One of the BIGGEST Holders of Stock Exchange Market Bonds, Shares, Stocks, BPO and IPO in the World 12) Filipinos will be the One of the BIGGEST Holders of Fine Arts / Artworks, Artifacts, Collections and Luxury / Rare Items in the World 13) Filipinos will be the One of the BIGGEST Owners of Real Estate Properties like Land, Houses, Homes, Buildings, Homes, Condos and Apartments in the World especially in United States, Canada, Australia, New Zealand, Britain / UK and Europe. *********************************************** OPERATION ONE PIECE. the Mass Migration, Asylum and Refuge of Filipinos and Global Filipino Diaspora Plan by Country Around the World by Year 2100: NOTE: IF China Attacks / Invades the Philippines. For United Kingdom UK / Great Britain: From 200,000 Filipinos will turn into 7 Million - 10 Million (20 Million Max) Filipinos. Including England, Wales, Scotland and Northern Ireland. Isle of Man, Isle of Wight, London (Earl's Court, Westminster, Buckingham, Kensington, Sutton, Merton, Windsor, Gatwick, Heathrow, Chelsea, Greenwich, Knighsbridge, Woolich), Cornwall, Dover, Orkney and Shetland. Channel Islands like Jersey and Guernsey. Cities like York, Leeds, Luton, Lincoln, Rotherham, Oxford, Cambridge, Exeter, Cardiff, Caenarfon, Edinburgh, Calais, Warwick, Lancaster, Suffolk, Worthing, Barrow-in-Furness, Northampton, Southampton, Portsmouth, Hastings, Canterbury, Manchester, Gloucester, Hull, Derby, Nottingham, Leicester, Coventry, Sheffield, Bristol, Birmingham, Reading, , Norwich, Glasgow, Sterling, Belfast, Douglas, Kirkwall, Lerwick, Plymouth, 5 Million Filipinos in England with 1 Million Filipinos in London, Cambridge, York, Oxford, Manchester, Leicester, Exeter, Liverpool, Lincoln, Derby, Hull and etc 3 Million Filipinos in Scotland and Edinburgh 1 Million Filipinos in Wales and Cardiff 1 Million Filipinos in Northern Ireland and Belfast For Spain: From 150,000 Filipinos will turn into 5 Million to 7 Million Filipinos (15 Million). Including Madrid (Tetuan, Cuitat Vella, Formentera), Mallorca, Barcelona (Sant-Montjuic, Eixample), Granada, Mellilia, Cueta, Zaragosa, Pamplona, Galicia, Asturias, Burgos, Vigo, Corunna, Marbella, Tenerife, Ibiza, Las Palmas, Toledo, Cordoba, Tudela, Bailen, Guadelajara, Salamanca, Santiago del Compostela, Malaga, Cadiz, Cartegena, Seville, Valencia, Canary Islands, Minorca and Ballearic Islands For France: 44,967 Filipinos will turn into 2 Million to 5 Million (12 Million) Filipinos. Including French Alps, Aquitaine, Avignon, Normandy, Paris (Boulogne - Bellincourt), Orleans, Tours, Troyes, Milau, Nantes, Metz, Stratsbourg, Bayonne, Bordeaux, Rheims, Savoy, Caen, Cannes, Rouen, La Havre, Halfleur, Brittany, Toulon, Lourdes, La Salette, Falaise, Salon, Marseilles, Versailles, Chatres, Lyon, Menton, Cote d'Azur, Provence, Rhiems, Lorraine, Alsace, Nice, Ajacaio, Corsica and Calais. The Communes of Neuilly sur Seinne, Parc de Boulogne, Boulogne - Ballincourt in Paris For Denmark (including Faeroe Islands, Funen, Jutland, Zealand, Lolland, Copenhagen, Laeso, Samso, Amager, Als, Aero, Langeland, Bornholm and Greenland): From 9,000 Filipinos will turn into 3 Million - 6 Million Filipinos For Portugal: From 20,000 Filipinos will turn into 3 Million (11 Million) Filipinos. Including Azores, Madiera, Lisbon and Porto For Italy: From 168,238 Filipinos will turn into 3 Million (10 Million) Filipinos. Including Rome (Termini, Flaminio, Via Calatafimi, San Silvestro, Piazza Manila, Piazza Navona) Elba, Sardinia, Pisa, Sienna, Florence, Palermo, Regio Calabria, Calabria, Campania, Turin, Puglia, Baselicata, Salerno, Lodi, Pavia, Voltri, Savona, Triste, Vicenza, Castilione, Brescia, Peschiera, Mantua, Verona, Taranto, Otranto, Parma, Alesandria, Livorno, Franzensfeste, Legnago, Genoa, Aversa, Medona, Messina, Milan, Peigdmont, Frulia, Venetto, Ravena, Venice, Naples, Bari, Genoa, Italian Alps, and Sicily. Also the the Neighborhoods surrounding the Vatican City. For Austria: From 30,000 Filipinos will turn into 1 Million - 5 Million Filipinos. Including Austrian Alps, Lake Constance, Vienna, Amsteten, Graz, Salzburg, Linz, Styria, Innsbruck, Tyrol, Braunaun, For Germany: From 80,000 Filipinos will turn into 2 Million to 4 Million (10 Million) Filipinos. Including Berlin, Dusseldorf, Frankfurt, Lake Constance, Puttgarden, Nuremberg, Bavaria, Munich, Lubeck, Fleinsburg, Augsburg, Ruhr, Jena, Saxony, Koblenz, Duisburg, Stuttgart, Cologne, Munster, Osnabruck, Mainz, Trier, Postdam, Gera, Bonn, Aachen, Halle, Dortmund, Essen, Regensburg, Freiburg, Erfurt, Magdaburg, Duisburg, Hamburg, Hanover, Kiel, Brandenburg, Leipzig, Bavarian Alps, Dresden, Black Forrest, Baden, Ulm and Bremen For the Netherlands: From 16,719 Filipinos will turn into 2 Million (5 Million) Filipinos. Amsterdam, Hertogenbosch, Breda, Ultrech, Ostend, Rotterdam and the Hague For Belgium: From 12,224 Filipinos will turn into 2 Million (7 Million) Filipinos. Including Brussels, Ghent, Liege and Antwerp For Poland: From 500 Filipinos will turn into 4 Million (8 Million) Filipinos. Including Warsaw, Gdanks, Lodz, Poznan, Kielce, Bialyztok, Wroclaw, Suwalki Gap, Krakow, Silesia, Lublin and the 6 Death Camps For Czech Republic / Czechia: From 1,512 Filipinos will turn into 1 Million - 3 Million Filipinos. Including Prague (Praha), Pilsen (Plzen), Olomouc, Pardubice, Karlovy Vary, Hrdec Kralove, Jihlava, Ostrava, Zlin, Usti nad Labem, Ceske, Budejovice Silesia and Brunn (Brno) For Slovakia: will turn into 1 Million - 3 Million Filipinos including Bratislava, Komaro, Kosice For Slovenia: From 13 Filipinos will turn into 1 Million - 3 Million Filipinos including Ljubljana and Izola For Malta: From 3,000 Filipinos will turn into 100,000 Filipinos especially in Valleta, Gozo, Mdina, For Sweden: 24,456 Filipinos will turn into 400,000 to 1 Million - 4 Million Filipinos. Including Lapland, Stockholm, Kurina, Malmo, Scania and Gotland. For Singapore: 300,000 Filipinos will turn into 1 Million Filipinos especially in Marina District, Changi, Bukid Merah, Novena, Tanglin, Queenstown, Bedok, Rachor, Paya Lebar, Geylang, Bukid Timah, Woodlands, Downtown, Labrador Park, Lucky Plaza, Orchard Road For Norway: From 18,000 Filipinos will turn into 200,000 to 1 Million - 4 Million Filipinos. Including Oslo, Tromso, Svalbard and Lapland. For Switzerland: From 10,000 Filipinos will turn into 500,000 to 2 Million - 4 Million Filipinos (Mostly in Lake Geneva, Zurich, Lussane, Geneva, Vevey, Gothard, Brenner, Montreaux, Bellinzona, Davos, Ticino, Bern and the Alps) For Greece From 61,681 Filipinos will turn into 3 Million Filipinos. Including Rhodes, Cephalonia, Athens, Patras, Larissa, Heraklion, Lesbos, Piraeus, Ioannina, Peloponnese, Epirus, Thessaloniki, Corfu, Crete and Aegean For Central American Nations: 1 Million to 5 Million Filipinos to each Nation especially in the Pacific Coast, Northern Triangle, Panama Canal and the Darien Gap. 1) Guatemala: 1 Million - 5 Million Filipinos - Champerico, Ocos, El Semerillo Barra Nahualate, Guetamala City, Tikal, Tulate, Sipacate, Puerto Barrios, Juliapa, Quetzaltenango, Chimaltenango, Antigua, Totonicapan, Solala, San Marcos, Huehuetenango, Escuintla, Livingston, Cuilapa, Mazatenango, Retalhuleu, Las Lisas and Puerto San Jose, Puerto Quetzal, Champerico in the Pacific Coast. The Moro (Filipino Muslims) in the Mexico - Guatemala Border in San Marcos and Tacana. 2) Honduras: 1 Million - 5 Million Filipinos - San Lorenzo, Cedeno, Puerto Sola, San Pedro Sula, Tujillo, Roatan, Amapala, La Celba, Puerto Cortes, Tela, Puerto Lempira, Tegucigalpa, Puerto Cortez, Tela, Nacaome, El Truinfo, Choluteca, Copan and Choluteca in the Gulf of Fonseca (Pacific Coast) 3) El Salvador: 4 Million - 7 Million Filipinos - Acajutla, San Salvador, Santa Ana, San Miguel, Tecoluca, San Luis, Colon, Santa Tecla, Acajutla, Cuscatlan, Santa Cruz, Texistepeque, Candelaria, Armenia, Izalco, Chalatenango, Metapan, Cojutepeque, Citala, Apopa, Aguilares, Lourdes, Zaragosa, Sa Isidro, Chapeltique, San Alejo, Santiago de Maria, Quetzaltepeque, El Cuco, El Carmen, San Vicente, El Transito, Carolina, Santa Rosa de Lima, Sesori, Corinto, El Mozote, Ciudad Barrios, San Francisco Gotera, Chalchuapa, Atiquizaya, Sensuntepeque, La Canoa, Sochitoto, Nueva Granada, La Palma, San Juan Opico, Ilobasco, Gojutepeque, San Agustin, Nueva Concepcion, Ahuachapan, Sonsonate, San Jorge, Nueva San Salvador, Soyapango, Ilopango, Usulutan, Comalapa, Zacatecaluca, El Cuco, Campanera, La Union, Perquin, Chirilagua, Pasaquina, Nejapa, La Libertad, La Herradura, Puerto El Triunfo, Puerto Cutucu in the Pacific Coast 4) Nicaragua: 1 Million - 5 Million Filipinos - Lake Nicaragua, Lake Managua, Managua, Potosi, Bluefields, Puerto Canezas, Chinandega, Casares, Rivas, San Juan del Sur, Potosi, Masaya, Puerto Sandlino and san Juan del Sur in the Pacific Coast 5) Costa Rica: 1 Million - 5 Million Filipinos - Puntarenas, San Jose, Nicoya Gulf, Talamanca, Puerto Limon, Parismina, Puerto Viejo de Talamanca, Domical, Golfito, Rincon, Coco, Guanacaste, Dulce Gulf and Papagayo Gulf in the Pacific Coast 6) Panama: 1 Million - 5 Million Filipinos - Darien Gap (Yaviza), Panama Canal (Colon and Balboa), San Felix, Armila, David, Puerto Armuellas and Panama City in the Pacific Coast. The Moro (Filipino Muslims) in the Darien Gap at Yaviza. 7) Belize: 100,000 Filipinos to 3 Million Filipinos - Belmopan, Punta Gorda, Monkey River, Dangriga, Belize City, Corozal For Caribbean: 3 Million - 5 Million Filipinos in Total especially Cayman, Virgin Islands, Bahamas, Barbados, Dominica, Martinique, Cayman Island, Virgin Islands, Antigua and Barbuda, St Kitts and Nevis, Anguilla, Turks and Caicos, Netherlands Antilles, Martinique, St Vincent and Grenadines, St Lucia, Guadaloupe, Aruba, Bonaire, Trinidad and Tobago (Port of Spain), Jamaica (Kingston), Dominican Republic (Santo Domingo), Haiti (Port Au Prince), Cuba (Havana, Baracoa, Santiago de Cuba, Guantanamo Bay), Curacao, Grenada (Saint George), Bermuda and ETC For Colombia: 3 Million (12 Million) Filipinos especially at Darien Gap (Turbo). Tumaco, Pasto, Ipiales, Tumaco, Loja, Macara,Cucuta, Arauca, Mitu, Jurado, Manizales, Armeinia, Ibaque, Pereira, Popayan, Pasto, Tulua, Bahia Solano, Quibido, Bogota, Cali, Medellin, Buenaventura in the Pacific Coast. Andes. Baranquilla, Riohacha, Monteria, Sincelejo, Covenas, Pueto Bolivar, Carepa, Sincelejo, Monteria, Categena, Santa Marta in the Caribbean Coast and all the Border Crossings. The Moro (Filipino Muslims) in the Darien Gap at Turbo. For Most South American Nations: 1 - 5 Million Filipinos to each country like Bolivia, Paraguay and Uruguay at Ciudad del Este especially at the Pacific Coast, Bi-Oceanic Corridor and Patagonia. Also 100 Thousand to 500 Thousand Filipinos each at Guyana (Georgetown), Suriname (Paramaribo), French Guiana (Cayenne). 1) Ecuador: 1 Million (10 Million) Filipinos - Galapagos Islands, Quito, Machala, Guayaquil, Santa Elena, Manta, Salinas, Porsoja, Portoviejo, Puerto Bolivar, Chone, Pasaje, and Esmeraldas in the Pacifc Coast. Taisha, San Lorenzo, Tulcan, Ibana, Logrono, Morona - Santiago, Baquerizo Moreno, Macara, Cuenca, Isla Puna, Loja, Cuenca, Riobamba, Andes. The Moro (Filipino Muslims) will be as Logrono, Taisha and Macas. 2) Peru: 1 Million (10 Million) Filipinos - Lima, Cusco, Callao, Trujillo, Cajamarca, Tacna, Huacho, Chiclayo, Talara, Paita, Tumbes, Talara, Piura, Huarraz, Moquegua, Puno, Desguadero, Chimbote, San Martin, Ayachuco, Salaverry, Piura, Sullana, Huanuco, Moyobamba, HuanAbancay, Puerto Maldonaldo, Cavelica, Nazca, Pisco, Ica, Ilo, Arequipa, Tacna, Matarani, Arica, Bi-Oceanic Corridor and Moquegua in the Pacific Coast. Andes 3) Chile: 1 Million (10 Million) Filipinos - Santiago, Araucania Region, Arauco, Temuco, Valdivia, Imperial, Puerto Aisen Valparaiso, San Antonio, Puerto Montt, Arica, Punta Arenas, Talcahuano, La Serena, Antofagasta, Iqueque, Concepcion, Puerto Montt, Vina del Mar, Caldera, Tocopilla, Pisagua, Taltal, Chanaral, Ovaile, Osorno, Honga Roa, Lirquen, San Antonio, Ancud, Cauquenes, Lebu, Castra, Talca, Chillen, San Felipe, Copiapo, Coquimbo, Bi-Oceanic Corridor and Caldera in the Pacific Coast. Andes. Easter Island (Rapanui). The Moro (Filipinos Muslims) will be in Arraucania like Temuco, Imperial, Tucapel, Arauco, Valdivia. 4) Argentina: 1 Million (10 Million) Filipinos - Buenos Aires, La Plata, Mar del Plata, Salta, La Quiaca, Medoza, Bahia Blanca, Santa Cruz, Rawson, Santa Fe, Resistencia, Rosario, Cordoba, Zapata,San Carlos de Bariloche, San Julian, Comodoro Rivadavia, San Miguel de Tucuman, Rio Gallego and Ushuaia in Patagonia (Pacific Coast), Bi-Oceanic Corridor Andes and Las Malvinas / Falkland Islands (under UK occupation). The Moro (Filipino Muslims) will be at the Triple Frontier Region with Brazil and Paraguay at Puerto Iguazu. 5) Paraguay: 1 Million Filipinos (3 Million Filipinos) especially at Assuncion, Sa Lorenzo, Caplata, The Moro (Filipino Muslims) will be at the Triple Frontier Region with Brazil and Argentina at Ciudad del Este. 6) Uruguay: 1 Million Filipinos (2 Million Filipinos) - especially at Montevideo, Colonia, Punta del Este, Tacuarembo. 7) Bolivia: 1 Million (3 Million) Filipinos especially at La Paz, Santa Cruz, Lake Titicaca, Viacha, Uyuni, Sucre, Tarija, Charana, Potosi, Cobija, Oruro, Bi-Oceanic Corridor Andes and Altiplano. 8) Venezuela: 1 Million to 2 Million Filipinos especially at Caracas, Maracaibo, Zulia, Coro, La Asuncion, San Cristobal, Maturin, Barcelona, Cumana, Guanare, Barquisimeto, San Juan de Morros, Guiria, Santa Elena de Uairen, Puerto Paez, Guasdualito, San Juan de Colon, Rubio, Puerto Cabello, Puerto Cuarebo, Puerto la Cruz, Casanay, Ciudad Guayana, Maracay, Carupano, Machiques, Tucupita, Trujilo, San Felipe, Valencia, San Carlos, Barinas, Ciudad Bolivar, San Fernando de Apure, Merida, Puerto Ayachuco . For Finland: From 5,594 Filipinos will turn into 100,000 to 1 Million - 3 Million Filipinos. Including Helsinki, Aland and Lapland For Hungary: From 206 Filipinos will turn into 1 Million - 3 Million Filipinos. especially in Budapest, Szeged, Gyor, Debrecen, Szigetvar, Eger, Mohacs, Pecs, Nyibator, For Ireland: From 14,725 Filipinos will turn into 500,000 to 1 Million - 5 Million Filipinos. Including Dublin and Cork For Australia: From 408,836 Filipinos will turn into 7 Million - 10 Million Filipinos. Mostly in Gold Coast, Northern Territory, Torres, Tasmania, Victoria, New South Wales, Canberra, Queensland, West Australia and South Australia. 5 Million Filipinos in New South Wales and Sydney 1 Million Filipinos in Northern Territory and Darwin 2 Million Filipinos in Queensland and Brisbane 3 Million Filipinos in Victoria and Melbourne 2 Million Filipinos in South Australia and Adelaide 2 Million Filipinos in in Western Australia and Perth 500,000 Filipinos in Tasmania and Hobart 200,000 Filipinos in Canberra In Sydney, the Neighborhoods like Blacktown, St Clair, Mt Druit, Cambelltown, Glenfield, Rocky Hill, Erskine Park, Plumpton, Narwee, Quakers Hill, Kellyville For Canada: From 1,104,716 Filipinos will turn into 7 Million or 10 Million Filipinos. Mostly in Yukon, Ottawa, Alberta, British Columbia, Ontario, Quebec, Prince Edward Island, New Brunswick, Saskatchewan, Newfoundland, Nova Scotia, and Manitoba. 1/3 of 10 Million Filipinos in Canada will be in the Pacific Coast of British Columbia especially in Vancouver and the Vancouver Island. US - Canada Border like Sprague, Rainy River, Fort Frances, Pigeon River, Yellowknife, Whitehorse, Douglas, Fort Erie, Peace Bridge, Port Huron, Cornwall, Tolstoi, Piney, South Junction, Pacific Highway, Lansdowne, Prescott, Coutts, Queenston, Sarnia, Angle Inlet, Osoyoos, Abbotsford-Huntington, Rainbow Bridge, Ambassador Bridge, Peace Arch, Windsor Bridge 4 to 7 Million Filipinos in British Columbia, Victoria, Osoyoos, Prince Rupert with 1 Million Filipinos in Vancouver 5 Million Filipinos in Ontario, Thunder Bay, Niagara, Scarborough, London, Hamilton, Mississuaga and Toronto with 1 Million Filipinos in Toronto and Ottawa 4 Million Filipinos in Quebec, Quebec City and Montreal 3 Million Filipinos in Alberta, Edmonton and Calgary 500,000 to 1 Million Filipinos in Nova Scotia and Halifax 2 Million Filipinos in Saskatchewan and Regina 2 Million Filipinos in Manintoba and Winnipeg 1 Million Filipinos in Newfoundland and Labrador, Nunavut, Yukon, Northwest Territories, Prince Edward Island, Miquelon (France) and New Brunswick For New Zealand: From 41,146 Filipinos will turn into 3 Million Filipinos. Including Wellington, Rotorua, Blenheim, Hamilton, Dunedin, Roratonga, Waitangi, Auckland (Henderson, Kaipatiki, Maungakiekie Tamaki, Ashburton, Mount Roskill), Christchurch, Roratonga and Cook Islands. 3 Million to 4 Million Filipinos in the North Island with 300,000 Filipinos in Wellington and 1 Million Filipinos at Auckland 3 Million Filipinos in the South Island For Malaysia: From 245,000 Filipinos will turn into 3 Million - 8 Million Filipinos (Mostly in Borneo: 3 Million in Sabah, Banggi Island, Sandakan, Lahad Datu, Tawau, Pitas, Labuan, Balambangan Island, Kota Marudu, Kudat, Semporna, Kota Kinabalu; the other 2 Million in Sarawak; 3 Million in West or Peninsular Malaysia like Klang, Malacca, Johor Baru and Kuala Lumpur) For Indonesia: From 5,000 Filipinos will turn into 7 Million - 10 Million Filipinos ( 5 Million in Borneo; the other 5 Million will in Natuna, Java, Bali, Flores, Timor, Sulawesi, West Papua and Sumatra) The Cities of Jakarta, Palembang, Balikpapan, Bandung, Surabaya, For Brazil: From 29,578 Filipinos will turn into 1 Million to 4 Million (30 Million) Filipinos. Including Sao Paulo, Brasilia, Guaiania, Rio de Janeiro, Belem, Macapa, Salvador, Port Alegre, Goiania, Vitoria, Aracaju, Sao Luis, Fortaleza, Curitiba, Palmas, Santos, Rio Grande, Maceio, Recife, Natal, Joao Pessoa, Parnaiba, Sao Francisco do Sul, Campo Grande, Manaus, Cuiaba, Belo Horizonte, Ilheus, Porto Velho, Boa Vista, Rio Branco, the Bi-Oceanic Corridor and the Tri Border Region. All the Border Crossings. The Moro (Filipino Muslims) will be at the Triple Frontier Region with Argentina and Paraguay at Foz do Iguacu and Amazon Jungle like Manaus and Tocatins (Palmas). For Belarus: 500,000 Filipinos especially in Minsk, Brest, Babrusk, Vitebsk, Mogilev, Grodno, Orsha, For Russia especially in Crimea, Vladivostok, Kamachatka, Chukotka, Yakutia (Yakutsk), Krasnodar, Magadan, Moscow, Khabarovsk, Primorsky, Smolensk, Belgorod, Tver, Pskop, Novgorod, Volgagrad, Sochi, Kursk, Saratov, Ryazan, Tula, Vyazma,Voronezh, Novorossiysk, Briansk, Cherlabinsk, Yakutsk, Kuban, Anapa, Kazan, Yalta, Rzhev, Simferopol, Sevastopol, Saratov, Rostov von Don, Astrakhan, Tuva, Kazan, Sakhalin, Kuril, St Petersburg, Lapland (Murmansk and Karelia) and Kaliningrad: From 6,000 Filipinos will turn into 2 Million - 5 Million Filipinos For India: From 2,000 Filipinos will turn into 3 Million Filipinos (Including the Mumbai, Chennai, Kolkota, New Delhi, and Andaman Islands) For China (Mostly 1 Million Filipinos in Hong Kong and Macau. 1 Million Filipinos in Taiwan): From 500,000 Filipinos will turn into 2 Million Filipinos. 30,000 in Mainland China. For Mexico: From 1,200 Filipinos will turn into 7 - 10 Million (20 Million) Filipinos. Including Baja California, Yucatan Peninsula (Gulf Coast), Tijuana, Nogales, Nueva Laredo, Juarez, Tehuantepec Isthmus (Bi-Oceanic Corridor), Acapulco, Mazatlan, Rosario, Manzanillo, Los Mochis, Tepic, Santa Rosalia, Ensanada, Guererro Negro, San Felipe, Tenosique, Puerto Penasco, Sonoyta, Puerto Escondido, Lazaro Cardenas, Puerto Vallarta, Cabo San Lucas, Mataros, Monterrey, Coatzacoalcos, Villahermosa, Merida, Cancun, Gudalajara, Puebla, Durango, Zacatecas, Morelia, Chuachuahua, Hermosillo, Altamira, Tampico, Salina Cruz, Guaymas, Loreto, La Paz, San Quintin, Culliacan, Tapachula, Torreon, Tuxtla Gutierreza, Mexicali, Puerto Madero, Palanque, Durango, Zacatecas, Mexico City, Cancun and Cabo San Lucas, Sinaloa, Michoacan, Jalisco, Veracruz (Gulf Coast), Guerrero, Chiapas, Oaxaca Colima and Nayarit in the Pacific Coast. Also the "LA BESTIA" Railroad Network, US - Mexico Border and Mexico - Guatemala Border and Mexico - Belize Border. The Moro (Filipino Muslims) will be in Chiapas (Palenque, Tuxtla Gutierrez, San Critobal de las Casas, Chiapa de Corzo, Paredon, Puerto Madero, Puerto Arista), Oaxaca, Yucatan Peninsula and the Mexico - Guatemala Border at Tapachula. 4 to 10 Million Filipinos in the Pacific Coast of Nayarit, Sonora, Michoacan, Colima, Baja California, Sinaloa, Jalisco, Guerrero, Oaxaca and Chiapas 2 to 5 Million Filipinos in the Gulf Coast of Tamaulipas, Veracruz, Yucatan, Quintana Roo, Tabasco and Campeche 1 to 3 Million Filipinos the Center of Durango, Coahuila, Chihuahua, Zacatecas, Nuevo Leon and Puebla 300,000 - 1 Million Filipinos in Mexico City (Federal District) For Japan: From 825,000 Filipinos will turn into 3 Million Filipinos. Including Bonin Islands, Tokyo, Yokohama, Osaka, Nagoya, Hiroshima, Fukushima, Iwate, Miyagi, Nagasaki, Fukuoka, Okinawa and Hokkaido. For Korea (mostly in South Korea, Seoul, Busan, Pusan and Jeju Island): From 80,000 Filipinos will turn into 1 Million Filipinos. 10 - 30 Filipinos in North Korea especially at Pyongyang. For United States of America (US / USA): From 5 Million Filipinos will turn into 25 Million to 35 Million (50 - 100 Million MAX) Filipinos. Mostly in California, Nevada, Oregon, Washington State, Texas, Florida, New York, New Jersey, Hawaii, Guam, Massachusetts, Wyoming, West Virginia, New Mexico, Louisiana, Alaska (like Aleutian Islands, Kodiak and Diomede Islands) Puerto Rico,Virginia, Washington DC, Michigan, Minnesota, Georgia, Maryland, Arizona, Utah and Illinois. If CHINA ATTACKS AND INVADES THE PHILIPPINES, Filipinos will have 70 Million to 100 Million Filipinos (including US Born Filipinos and Americans with Filipino Ancestry) in the United States of America by 2100. Hawaii will be 1 Million Filipinos especially in Big Island / Hilo, Oahu / Honolulu, Midway Island, Wake Island, Waikiki, Kailua, Lanai, Kahalui, Lihue, Kona, Kaunakakai, Maui, Kauai and Molokai; Saipan will be 20,000 Filipinos; Guam will be 70,000 Filipinos; Marianas will be 30,000 Filipinos; American Samoa will be 30,000 Filipinos; Puerto Rico will be 1 Million Filipinos; US Virgin Islands will be 50,000 Filipinos. 1/3 of the 35 - 50 Million Filipinos in the US will be in the 4 US Pacific Coast States of California, Oregon Washington and Alaska: California with 10 Million to 16 Million Filipinos [mostly in Los Angeles County (Burbank, Panorama, Van Nuys, Los Angeles, Palmdale, Santa Clarita, Lancaster, North Hollywood, Santa Monica, Pasadena, La Canada, San Fernando, Granada Hills, Chatsworth, Woodland Hills, San Pedro, Mahattan Beach, Huntington Beach, Lynwood, Lakewood, La Crescenta, Montrose, Long Beach, Carson City, Acton, Aqua Dulce, Covina, Artesia, Comerce, Industry, Altadena, Reseda, Northridge, Westchester, Playa Vista, Arleta, Sun Valley, Pacoima, Westwood, Westlake Village, Downtown, Echo Park, Sherman Oaks, West Covina, Glendora, San Dimas, LAX, Historic Filipinotown, Irwindale, Duarte, Arcadia, Culver, Cerritos, Monrovia, Pomona, Azusa, North Hils, San Fernando, Granada Hills, Rowland Heights, Artesia, Torrance, Lomita, Venice, Westlake, La Puente, Eagle Rock, Valencia, East Hollywood, North Hollywood, Hollywood, Glendale, etc), Santa Barbara County (Santa Barbara, Santa Ynez, Carpinteria, Lompoc, Goleta, Santa Maria, Montecito), Ventura County (Ventura, Simi Valley, Ojai, Port Hueneme, Oxnard, Newbury Park, Thousand Oaks, etc), Riverside County (Riverside, Coachella, Palm Springs Cathedral City), Monterrey Bay, San Francisco Bay Area (San Francisco, Suisan City, Concord, Milipitas, Petaluma, Antioch, Napa, Brentwood, Sunnyvale, Redwood City, Gilroy, Colma, Freemont, Hayward, Solano, Fairfield, Palo Alto, Cupertino, San Bruno, Santa Clara, Silicon Valley, Menlo Park, Los Altos, Livermore, Vacaville, Santa Rosa, San Rafael, Placerville, San Jose, Union City, Daly City, Berkeley, San Mateo, Vallejo, Oakland, Alameda), San Luis Obispo County (San Simeon, Morro Bay, Pismo Beach, Paso Robles, San Luis Obispo, Cambria), Merced County, San Bernandino County (San Bernandino, Rancho Cucamonga, Redlands, Big Bear, Lake Arrowhead, Fontana, Ontario, Rialto, Colton and etc), Lake Tahoe, Kings County, Imperial County, Fresno County (Fresno, Visalia), Stanislaus County (Modesto, Ceres), San Diego County, (San Diego, Chula Vista, Escondido, Mira Mesa, National City, San Ysidro), San Joaquin County, Marin County, Sonoma County, Napa County, Madera County, Mariposa County, Tulare County (Tulare), Orange County (Irvine, Seal Beach, Newport Beach, Dana Point, Buena Park, Anaheim, Costa Mesa, Orange, Fullerton, Laguna Beach, Tustin, Corona, Santa Ana, Laguna Niguel, San Juan Capistrano, Dana Point, etc ), Kern County (Bakersfield, Tehachapi), Sacramento County (Sacramento, Stockton, Davies, Elk Grove)]. And the Emerald Triangle. Oregon [mostly in Portland and Salem] with 2 Million Filipinos. Washington State [mostly in Seattle, Tacoma, Bellevue, Olympia and Bellingham] with 3 Million - 7 Million Filipinos. Alaska of 500,000 to 1 Million Filipinos in Fairbanks, Seward, Kenai, Homer, Nome, Palmer, Ketchikan, Kodiak, Barrow, Prudhoe Bay, Valdez, Anchorage and Juneau California - 10 Million - 16 Million Filipinos Texas - 8 Million - 10 Million Filipinos Florida - 4 Million Filipinos New York - 6 Million Filipinos Washington - 7 Million Filipinos Oregon - 4 Million Filipinos Illinois - 6 Million Filipinos Arizona - 4 Million Filipinos New Jersey - 4 Million Filipinos New Mexico - 3 Million Filipinos Nevada - 2 Million Filipinos Georgia - 6 Million Filipinos Louisiana - 2 Million Filipinos Maryland - 3 Million Filipinos Virginia - 3 Million Filipinos Hawaii - 3 Million Filipinos Puerto Rico - 1 Million Filipinos West Virginia - 3 Million Filipinos Michigan - 3 Million Filipinos Pennsylvania - 4 Million Filipinos Utah - 4 Million Filipinos Colorado - 3 Million Filipinos Minnesota - 3 Million Filipinos Massachusetts - 4 Million Filipinos Connecticut - 3 Million Filipinos Wyoming 1 Million Filipinos Idaho - 1 Million Filipinos Montana - 1 Million Filipinos Indiana - 3 Million Filipinos Ohio - 3 Million Filipinos Wisconsin - 3 Million Filipinos North Dakota - 1 Million Filipinos South Dakota - 1 Million Filipinos North Carolina - 3 Million Filipinos South Carolina - 3 Million Filipinos Alaska - 400,000 - 1 Million Filipinos Washington DC - 300,000 - 500,000 Filipinos Delaware - 700,000 Filipinos Tennessee - 3 Million Filipinos Kentucky - 3 Million Filipinos Missouri - 2 Million Filipinos Kansas - 2 Million Filipinos Arkansas - 1 Million Filipinos Oklahoma - 2 Million Filipinos Nebraska - 1 Million Filipinos Iowa - 1 Million Filipinos Mississippi - 1 Million Filipinos Alabama - 1 Million Filipinos Maine - 700,000 Filipinos New Hampshire - 600,000 Filipinos Vermont - 700,000 Filipinos The Other Biggest US Cities will be New Orleans, San Antonio, Fort Worth, Dallas, Austin, Annapolis, Baltimore, New York City / NYC [Queens (Elmhurst, Jamaica, Woodside, Jack Heights, Hollis, Corona, Rego Park, Laguardia, JFK), Manhattan (5th Avenue, 2nd Avenue, Soho, Chelsea, Times Square, East Village, Hell's Kitchen, Gramercy Park, Tribeca, Central Park, Lower Eastside "especially at Allen St from Houston St to Delancey St", Lower Midtown, Lower Mahattan, Upper Midtown, Peter Cooper Village, Eastside, Greenwich Village, Upper Eastside), Brooklyn (Kensington, Cobble Hill, Greenpoint), Long Island (Eastern Long Island, Nassau, Suffolk), Staten Island (Eltingville, Bulls Head, Rosebank), Bronx (Northeast Yonkers)], Chicago (Lakeview, Edgewater, O' Hare, O'Hare International Airport, Chicago Midway International Airport, Uptown, Albany Park, Albany Park, North Chicago, Jefferson park, East Village, Northalsted, Corwith, Lower West Side, Naperville, Southside, Chicago Lawn, Chatham, Evergreen Park, Roseland, Back of the Yards, Oaklawn, Uptown, Kenosha, Hyde Park, Montrose, Welles Park, Wicker Park, Logan Square, Lawndale, Portage Park, Cicero, Eastside, Hollywood Park, Lincoln Square, Austin, Cullerton, Wood, Morgan, Crystal Lake, South Shore, Pocket Town, Lincoln Heights, West Woodland, Forest View, Avondale, Rosemont, North Lawndale, Chicago Heights, West Pullman, Belmont Cragin, Morgan Park, Calumet Park, Kimball, Horner Park, Sherman Park, Rogers Park, Roseland, Pullman, West Pullman, Austin, South Side, Burnham, Norwood Park, Auburn Park, Joliet, Alsip, Dolton, Sheridan Park, Englewood, Near NorthSide, Chicago Loop, Near South Side, New City, Bridgeport, Brighton Park, Near West Side, Lower West Side, McKinley Park, Greater Grand Crossing, West Loop Gate, Riverdale, Garfield Park, Irving Park, Des Plaines, Forest Glen, Elgin, Harvey, Woodlawn, Hubbard, Humbolt Park, Glenview, Skokie, Aurora, Paulina, Pilsen, West Chicago, Oak Park, Elmond Park, Evanston, Pulaski Park, Litle Village, The Loop, Gage Park, West Town, Burbank, West Loop Gate, North Mayfair, Irving Park, Lincoln Square, West Ridge, Glendale Heights, Morton Grove, North Chicago, Skokie, Waukegan), Washington DC [(Mount Pleasant, Columbia Heights, Lanier Heights, Northwest Washington, Logan Circle, Dupont Circle, Kingman Park, Capitol Hill, Downtown, Southwest, Atlas District, Barney Circle, Brookland, Langdon, Georgetown, Carver / Langston, Edgewood, Bellevue, Washington Heights), Arlington, Alexandria, Bethesda, Silver Spring, Silver Hill, Suitland, College Park, Beltsville, Langley Park, Wheaton, Riverdale, Chevy Chase, Greenbelt, McLean, Herndon, Falls Church, Tysons Corner, Langley, Quantico, Richmond, Lanham, Oxon Hill, Vienna, Springfield, Fort Washington, Frederick, Seebrook, Reston, Rockville, Gaitherburg, Potomac], Albany, Rochester, Buffalo, Houston, Pheonix, Tucson, Philadelphia, Pittsburgh, Reno, Richmond, Quantico, Colorado Springs, Golden, Flagstaff, Laughlin, Carson City, Riverdale, Silverspring, Seattle, Portland, Langley, Tacoma, Tulwila, Henderson, Waipahu, Maui, Hilo, Waikiki, Harrisburg, Charlotte, Columbus, Oklahoma City, Green Bay, Niagara, Milwaukee, Cincinnati, Boulder, Minneapolis - Saint Paul, Duluth, , Indianapolis, Miami, Orlando, Jacksonville, Denver, Salt Lake City, Albuquerque, Boston, Colorado Springs, Hoboken, El Paso, Glendale (AZ), Flagstaff, Sandy City, League City, Galveston, Texas City, Tallahassee, St Petersburg, Laredo, Nogales, San Isidro, Candem, Jersey City, Newark, Port Huron, Honululu, Waikiki, Oahu, Maui, Molokai, Kauai, Lewiston, Ogdensburg, Alexandria, Bay, Pinecreek, Grand Portage, Saulte Ste Marie, International Falls, Baudette, Arlington, Warroad, Roseau, Lancester, Massena, Bakersfield, Tampa, Pacoima, Arleta, Sun Valley, Reseda, Orlando, Cincinati, Blaine Peace Arch, Oroville Crossing, Blaine Pacific Highway, Ambassador Bridge, Rainbow Bridge, Windsor Bridge, Long Island, Atlanta, Savannah, Sumas, Niagara Falls, Las Vegas, Reno, Seraucus, Carson City (NV), Bergen, Bergenfield, Union City, Edison, Tampa, Norfolk, Alexandria, Virginia Beach, Atlantic City, Detroit. Puerto Rico (San Juan, Isabela and Ponce). Neighborhoods around the Domestic / International Airports, Seaports, Freeway / Tollway Junctions (Interchanges) and Entry-Exit Ramps, Toll Plazas, Prisons / Jails, Shipping Canals, Raildroads, Cruise Ship Ports, State Capitols, Cities, Transporation Hubs, Sports Centers / Stadiums, Logistics Hubs, Business Districts, Trade Centers, Financial Centers, Schools, Colleges, Universities, Distribution Centers, People Mover / Monorail Stations, Rail Yards, Rail Stations, Bus Stations / Terminals, Tourist Spots, Downtowns, Suburbs, US - Mexico Border Crossings and US - Canada Border Crossings. For Middle East and North Africa: From 2 Million Filipinos will turn into 5 Million -7 Million Filipinos especially the Moro (Filipino Muslims) For Turkey: 2 Million Filipinos (Mostly in Istanbul, Edirne, Ankara, Izmir and Northern Cyprus) for the Moro (Filipino Muslims) For Sub - Saharan Africa or Most of Africa: 5 Million Filipinos For South Africa: 5 Million Filipinos especially in Cape Town, Johannesburg, Pretoria, Bloemfontein, Durban For Gibraltar: 5,000 - 10,000 Filipinos For Cyprus: From 30,000 Filipinos will turn into 500,000 - 1 Million Filipinos especially in Nicosia, Paphos, Limassol, Ayia Napa For Iceland: From 2,000 Filipinos will turn into 50,000 to 500,000 or 1 Million Filipinos especially in Reykjavik For San Marino: 6,000 Filipinos especially in San Marino, Dogana and Serravalle For Brunei: From 20,000 Filipinos to 200,000 in Brunei Proper like Bandar Seri Begawan and 100,000 Filipinos in the Limbang Gap (under Sarawak, Malaysia) For Andorra: 15,000 Filipinos especially in Andorra la Vella For Liechtenstein : 10,000 Filipinos especially in Vaduz For Luxembourg: 250,000 Filipinos especially in Luxembourg City For Monaco: 12,000 Filipinos especially in Montecarlo For Ukraine: 3 - 5 Million Filipinos. Including Kyiv (Kiev), Odesa (Odessa), Zhitomir, Vinnytsia, Kryvyi Rih, Brody, Lutsk, Kurson, Uman, Dnipro, Chremenchuk, Ternopil, Khammanetz - Pidolski (Khmelnytsky), Szravaz, Mykolaiv, Pripiat, Hostomel, Bucha, Irpin, and Lviv. NOTE: West Bank of the Dnipro River and Away from Crimea. For Papua New Guinea: 3 Million Filipinos especially Port Moresby, New Britain, Bismarck Archipelago, Manus, New Ireland, Louisiade Archipelago, D'entrecasteaux Islands, Lae, Madang, Popondetta, Alotau, New Hanover, Woodlark, Daru, Kerema, Wewak, Vanimo, Aitape, Samarai, Inu, Umboi and Bougainville, For Timor Leste (East Timor): 1 Million Filipinos especially Dili, Suai, Viqueque, Beacu, Lospalos, Iliomar, Manatuto, Kupang, Baucau For Solomon Islands: 1 Million Filipinos especially Honaira, Kirakira, Buala, Auki, Gizo, Lata, Taro and Guadacanal For Pacific Island Nations: 3 Million Filipinos especially at Marianas, Saipan, Guam, Nuie, Wake Island, Midway Island, Tuvalu, Tonga, Fiji, Samoa, Pitcairn, Wallis and Fortuna, New Caledonia, Hawaii, Vanuatu, Micronesia, Marshall Islands, Nauru, Tokelau, American Samora, Kiribati, Palau, Cook Islands, French (Tahiti), Christmas Island, Easter Island (Rapanui), Clipperton, Socorro Islands. For Mainland Southeast Asia: 3 Million Filipinos especially Saigon, Phnom Phen, Yangon, Bangkok, Phuket, Sihanoukville For South Asia: 3 Million Filipinos For Balkans: 5 Million Filipinos especially in Belgrade, Zangreb, Sarajevo, Sofia, Varna, Split, Banja Luka, Luzla, Mostar, Chisinau, Timisoara, Ploiesti, Neum, Herceg Novi, Ilcinj, Dubronik, Bijela, Budva, Tivat, Bar, Tirgoviste, Durres, Vlore, Lezhe, Galati, Iasi, Craiova, Brasov, Sarande, Cluj-Napoca, Constanta, Tirana, Pristina, Podgorica, Bucharest, Tarnovo, Skopje. The Moro (Filipino Muslims) in Bosnia For Central Asia: 2 Million Filipinos For Caucasus: 3 Million Filipinos especially at Yerevan, Sevan and Tblisi For Sri Lanka: 1 Million Filipinos especially in Colombo For Madagascar : 4 Million Filipinos For Atlantic Ocean: 2 Million Filipinos For Indian Ocean ( including Reunion, Seychelles, Maldives and Mauritius): 1 Million Filipinos For Baltic States: 3 Million Filipinos especially in Talinn, Siaulai, Vilnius, Riga, Liepaja, Kaunas ******************************************************************** PHILIPPINES THE ARCHIPELAGO OF EMPIRES Philippines was being fought by MANY World Empires FOR A 1000 YEARS especially Manila since Manila is founded in 900 AD by the Kingdom of Tondo with 20 Battles of Manila from 900 AD to 1945. Manila is one of the most contested Global Geopolitical Capital Cities in the World by Global Superpowers. Battle of Manila (1365) Battle of Manila (1405) Battle of Manila (1500) Battle of Manila (1570) Battle of Bankusay Channel (1571) Battle of Manila (1574) La Naval de Manila (1646) Battle of Manila (1762) Battle of Manila (1896) Battle of Manila (1898) Battle of Manila Bay (1898) Battle of Manila (1899) Battle of Manila Bay (1941) Battle of Manila (1945) MOST CONTESTED GLOBAL GEOPOLITICAL CAPITAL CITIES IN THE WORLD BY GLOBAL SUPERPOWERS: Manila, Philippines Jerusalem, Israel / Palestine Vienna, Austria Damascus, Syria Baghdad, Iraq Kiev / Kyiv, Ukraine Singapore, Singapore Kabul, Afghanistan Panama City, Panama For a 1000 years (900AD - 1945) Manila and the Philippines is being fought by the Sri Vijaya and Majapahit Empires of Indonesia; Chola Empire of India; Dutch Empire of the Netherlands; Portuguese Empire of Portugal; British Empire of United Kingdom / Britain; Samurai and World War 2 Japanese Empire of Japan; Turkish Ottoman Empire of Turkey with Somalia, Swahili of Zanzibar - Tanzania, Egypt and the Mughal Empire of India, Pakistan, and Bangladesh, and Safavid Empire of Iran; Ming Chinese Empire of China, American Empire of United States of America, Bruneian Empire of Brunei and Malaysia; Spanish Empire of Spain with Mexico, Guatemala and Peru; Even France, Belgium, Germany and Russia want to control the Philippines especially Manila. Philippines is a Part of: American Dream British Commonwealth Russian World - Russkiy Mir Indosphere Sinosphere Islamic Ummah La Hispanidad Les Franchophonie Eurozone Lebensraum NATO SCO OIC Austronesia The Titles and Epithets of the Philippines: Pearl of the Orient Border of Christianity and Islam in Asia-Pacific Frontier of Two World Abrahamic Religions Meeting of East and West Archipelago of Empires Battlefield of World Superpowers Garden of the Pacific 300 Years in the Convent 50 Years in Hollywood Melting Pot and Mixing Bowl of the World Mirror of the World Pearl of the Eastern / Oriental Seas k Philippines was being fought by MANY World Empires FOR A 1000 YEARS especially Manila since Manila is founded in 900 AD by the Kingdom of Tondo with 20 Battles of Manila from 900 AD to 1945. Manila is one of the most contested Global Geopolitical Capital Cities in the World by Global Superpowers. MOST CONTESTED GLOBAL GEOPOLITICAL CAPITAL CITIES IN THE WORLD BY GLOBAL SUPERPOWERS: Manila, Philippines Jerusalem, Israel / Palestine Vienna, Austria Damascus, Syria Baghdad, Iraq Kiev / Kyiv, Ukraine Singapore, Singapore Kabul, Afghanistan Panama City, Panama For a 1000 years (900AD - 1945) Manila and the Philippines is being fought by the Sri Vijaya and Majapahit Empires of Indonesia; Chola Empire of India; Dutch Empire of the Netherlands; Portuguese Empire of Portugal; British Empire of United Kingdom / Britain; Samurai and World War 2 Japanese Empire of Japan; Turkish Ottoman Empire of Turkey with Somalia, Swahili of Zanzibar - Tanzania, Egypt and the Mughal Empire of India, Pakistan, and Bangladesh, and Safavid Empire of Iran; Ming Chinese Empire of China, American Empire of United States of America, Bruneian Empire of Brunei and Malaysia; Spanish Empire of Spain with Mexico, Guatemala and Peru; Even France, Belgium, Germany and Russia want to control the Philippines especially Manila. Philippines is a Part of: American Dream British Commonwealth Russian World - Russkiy Mir Indosphere Sinosphere Islamic Ummah La Hispanidad Les Franchophonie Eurozone Lebensraum NATO SCO OIC Austronesia The Titles and Epithets of the Philippines: Pearl of the Orient Border of Christianity and Islam in Asia-Pacific Frontier of Two World Abrahamic Religions Meeting of East and West Archipelago of Empires Battlefield of World Superpowers Garden of the Pacific 300 Years in the Convent 50 Years in Hollywood Melting Pot and Mixing Bowl of the World Mirror of the World Pearl of the Eastern / Oriental Seas *********************************************** Philippines the Archipelago of Empires Philippines the Archipelago of Empires Metro Manila - All Nations of the World are WELCOME!!! Metro Manila - All Nations of the World are WELCOME!!! Partition of the Philippines - Region 1- Ilocos Region Partition of the Philippines - Region 1 - Ilocos Region Partition of the Philippines - Region 2 - Cagayan Valley Region Partition of the Philippines - Region 2 - Cagayan Valley Region Partition of the Philippines - Cordillera Region Partition of the Philippines - Cordillera Region Partition of the Philippines - Region 3 - Central Luzon Region Partition of the Philippines - Region 3 - Central Luzon Region Partition of the Philippines - Calabarzon Region Partition of the Philippines - Calabarzon Region Partition of the Philippines - Region 5 - Bicol Region Partition of the Philippines - Region 5 - Bicol Region Partition of the Philippines - Cavite Partition of the Philippines - Cavite Partition of the Philippines - Romblon Partition of the Philippines - Romblon Partition of the Philippines - Mimaropa Region Partition of the Philippines - Mimaropa Region Partition of the Philippines - Western Visayas Region Partition of the Philippines - Western Visayas Region Partition of the Philippines - Central Visayas Region Partition of the Philippines - Central Visayas Region Partition of the Philippines - Eastern Visayas Region Partition of the Philippines - Eastern Visayas Region Partition of the Philippines - Zamboanga Peninsula Region Partition of the Philippines - Zamboanga Peninsula Region Partition of the Philippines - Northern Mindanao Region Partition of the Philippines - Northern Mindanao Region Partition of the Philippines - BARMM Region Partition of the Philippines - BARMM Region Partition of the Philippines - CARAGA Region Partition of the Philippines - CARAGA Region Partition of the Philippines - Davao Region Partition of the Philippines - Davao Region Partition of the Philippines - SOCCSKSARGEN Region Partition of the Philippines - SOCCSKSARGEN Region *********************************************** THE PARTITION OF THE PHILIPPINES and the Filipino People (The Filipinos) by Foreign Countries and Nations of the World with Pre-Colonial Philippines Maps THE LIST: Metro Manila – by everyone especially America. - Muslims will be in Maharlika Village in Taguig City. - Paranaque City to Macau (China). - Binondo to Hongkong (China), - Malate to South Korea - Vatican and Spain in Intramuros. - Jews (Israel) in Makati City Financial District, Ortigas and BGC Business Districts. - Marikina City to Japan - Navotas City to the Netherlands - Malabon City to Belguim The City of Manila (where the Malacanang Palace is located). and Quezon City (where the Camps of both of the Philippine Police and the Philippine Military are located) will be under United States of America (USA). All the Regional Centers in the Philippines will control directly by whoever controls the City of Manila (where the Malacanan Palace is located). which is by the United States of America (USA). Subic Bay Freeport / Economic Zone, Clark Freeport Zone, Quezon Province Economic Zone, Aurora Pacific Economic Zone (APECO), Dingalan Aurora Economic Zone, Bataan Freeport Zone, Clark Global City and the New Clark City including Camp O'Donell will control directly by whoever controls the City of Manila (where the Malacanan Palace is located). which is by the United States of America (USA). All the Metropolitan Areas, Freeports and Economic Zones in the Philippines will under guidedance or control indirectly only by whoever controls the City of Manila (where the Malacanan Palace is located). which is by the United States of America (USA). Jews in the Future Clark Financial District. Cotabato City, the BARMM Capital will be under the Organization of Islamic Cooperation (OIC) and Arab League (AL), the Gulf Countries Cooperation (GCC) and the United States of America (USA). Abra - by Armenia and Azerbaijan Agusan del Norte - by Scandinavia and Canada Agusan del Sur – by Australia, New Zealand, Marianas, Saipan, Hawaii and Guam Aklan – by Ukraine Albay – by Albania Antique – by Hungary Apayao – by the Central Asian Countries of Kazakhstan, Turkmenistan, Kyrgyzstan, Tajikistan, Uzbekistan Aurora – by Ireland, Japan, Spain and America Basilan – Palestine (except Isabela City because it is for Israel (Jews) and El Salvador) Bataan – by Britain especially England. Mount Samat by America. Batanes – by Iceland and Greenland (Denmark) Batangas - Australia Benguet – by Belarus. China at the Pangasinan Border. While Baguio City will go to America. Biliran – by New Zealand and Hawaii Bohol – by Germany Bukidnon – by Portugal and Brazil Bulacan – by Canada Cagayan – by Sweden, Finland, Japan and Norway Camarines Norte – by Bulgaria Camarines Sur – by Greece Camiguin – by Portugal Capiz – by Romania and Moldova. Transnistria and Transylvania in Tapaz. Catanduanes – by Cuba and Croatia Cavite – by United States of America (USA) inluding Corregidor and El Fraile. Sangley Point to Singapore (China). Spain will be in Cavite City and Ternate Cebu – by Spain in the Cebu Mainland and Mactan Island; Catalonia and Canaries in Camotes; and Basque in the Bantayan Islands Compostela Valley or Davao de Oro – by Bolivia North Cotabato now Cotabato – North Africa Countries like Egypt and Muslims Sub Saharan Countries in Africa South Cotabato – France, Saudi Arabia, UAE, Qatar, Kuwait, Bahrain, Russia, Iran, Britain and America. General Santos City by France Davao del Norte – Bolivia, Paraguay, Uruguay and Brazil Davao del Sur – Argentina, America, Britain and Japan. Davao City will be America. Davao Occidental – Argentina, Chile and Japan Davao Oriental – Britain, Australia, Canada and New Zealand Dinagat Islands – by Denmark Guimaras – Monaco, Sicily, Crete, Cyprus and Corsica (France) Ifugao – Nepal and Bhutan Ilocos Norte - by Russia Ilocos Sur – by North Korea in the North (including Vigan City). - by South Korea in the South (including Candon City). Narvacan City as the New Provincial Capitol of Ilocos Sur and Tirad Pass will become the New DMZ. Iloilo - by France Isabela – by Israel (Jews) in 3 districts in the North and El Salvador in 3 districts in the South Kalinga - by Georgia. Chechnya near the Apayao Border Laguna - by America, Poland, New Zealand and France La Union- by China at the Pangasinan Border, Vietnam, Mongolia, Myanmar (Burma), Cambodia and Laos Lanao del Norte – by Iran Lanao del Sur – by (Shia) Iraq, Lebanon, Bahrain, Yemen and Syria. Marawi City will be Qatar. Leyte – by America, Italy and Spain Southern Leyte – by Germany and Austria Maguindanao – by (Sunni) Iraq, Syria, Lebanon, Yemen and Bahrain Marinduque - by Kurdistan, Poland, Netherlands. - Iraq and Estonia in Southern Marinduque closest to Banton, Romblon Masbate – by Macedonia, Croatia, Bulgaria, Bosnia and Herzegovina, Serbia, Albania, Cyprus, Greece and Kosovo Occidental Mindoro – by Belgium, Canada, Australia, America and South Africa. - China will be in the inland mountain areas of Mount Baco and Mount Halcon. - Boers of South Africa will control the South. Oriental Mindoro - by The Netherlands, Canada, Australia, America and the Baltic States. - China will be in the inland mountain areas of Mount Baco and Mount Halcon. - Boers of South Africa will control the South. Misamis Occidental – Eastern Europe and the Balkans Misamis Oriental – Western Europe and the Alps Mountain Province – Switzerland, Peru and Himalayas Negros Occidental – by French speaking Countries from Africa and South Africa. - Ethicpia in the Mount Kanlaon and Kabankalan City. Negros Oriental - by English, Spanish and Portuguese speaking Countries from Africa, and South Africa. - Ethicpia in the Mount Kanlaon and Manibay City. Nueva Ecija – China at the Pangasinan Border, Mexico and Central American Countries Nueva Vizcaya – China at the Pangasinan Border. Panama, Gibraltar, Patagonia, Falklands, Denmark, Iceland and South Africa Palawan – by: Northern Palawan by America, Japan, South Korea, China, Vietnam Central Palawan by India, Sri Lanka, Cambodia, Laos, Thailand and Myanmar (Burma). - America in Puerto Princesa City. - India will be in Cuyo Island. Southern Palawan by Brunei, Malaysia, Afghanistan, Bangladesh, Maldives and Pakistan Pampanga – by Mexico Pangasinan – by China Quezon Province – Poland, Slovenia, Czech Republic and Slovakia in the Laguna Border and the Sibuyan Sea Coast. -- Japan, Britain, Australia, New Zealand and America in the Quezon Pacific Coast and the Rizal Border. -- Polillo Islands by Puerto Rico Quirino – by America, Scandinavia and Canada Rizal – by Japan Romblon Province – by: Estonia and Yazidis, Mandeans, Assyrians, Samaritans, Shabaks / Iraq in Banton Island (Banton) Latvia and Syriacs, Druze, Meronites / Lebanon in Sibale (Concepcion) Lithuania and Syriacs / Syria, Orthodox Romans, Bahia in Simara (Corcuera) Poland, Zoroastrians, Chaldeans / Iraq and Kalash / Pakistan, Berbers of Algeria, Tunisia in Calatrava Germany in Santa Maria Lichtenstein in Alcantara Bulgaria and Ukraine in Magdiwang Switzerland in San Fernando Japan in Cajidiocan Italy in Romblon Island (Romblon) Austria in San Agustin Malta in Hambil or Carabao Island (San Jose) Hungary and Coptic Christians of Egypt in Odiongan Romania, Gabor, Cinti and Roma (Gypsies) in Santa Fe Luxembourg in Looc FLDS, Mormons, Menonites, Russian Old Believers, Hasidic Ultra Orthodox Jews, France and Amish in Ferrol Ukraine and Kurds, Berbers and Libya in San Andres Eastern Samar – by Pacific Islander Countries, Caribbean, New Zealand and Hawaii Northern Samar – by Bulgaria, Serbia and Scotland Western Samar now Samar – by Wales, Northern Ireland and England Sarangani – by Indonesia and Timor. The Netherlands will be in Kiamba Siquijor – Britain (The Falklands) and Cyprus Sorsogon – by Serbia and Montenegro Sultan Kudarat – by Saudi Arabia Sulu – by Turkey Surigao del Norte – by Denmark, Greenland, Caribbean Countries and Central America Surigao del Sur – by Venezuela, Colombia, Guyana, Suriname and French Guiana Tarlac – by Taiwan (China), China at the Pangasinan Border, Guatemala, Honduras, Costa Rica and Nicaragua Tawi-Tawi – by Malaysia and Brunei Zambales – by Scotland, Uganda, Rwanda and Wales with Vietnam and China at the Pangasinan Border Zamboanga del Norte – Colombia and Ecuador Zamboanga del Sur - South Africa, Chile, Argentina and Mexico. Jews and Spain will be in Zamboanga City Zamboanga Sibugay – Argentina, Yemen, Sudan, Nigeria