Horde Mechanical:
Although preferring shamanistic powers and blood filled combat over ingenious technologies, the Horde has found that contraptions of war has proved more than useful in dealing destruction. The Goblins work daily in their alchemists and foundries, designing interesting new weapons of war. Most of the inventions ended in explosions, but the few that worked all shared the sappers attitude towards mayhem.
Goblin Catapult:
Armor: 1
Hit Points: 120
Size: Large
Weapons: Flaming Rock
Damage: 100 Explosive, Ground, Splashing
Range: Very Far
Speed: Very Slow
Attack Speed: Very Slow
Special Abilities: None
The Catapult is one of the most ancient war machines of the Horde, existing ever since the days of slaughtering Dranai on Draenor. While the humans have continuously evolved their siege weapons, the Horde simply prefers to add a few extra spikes upon the original design. Although the Catapult is both slow and cumbersome, no one can ignore the destruction it's flaming rocks can cause.
"Till today I was hopeful that hopeful that Cho'gall's forced will be able to horde of the onslaught of Doomhammer. Alas the Catapults have finally arrived, driving out any hope of survival. Even as I write this, I can see them looming in the Horizon. I must set forth to the Tome of Sagaras, it is now or never... " -Gul'dan's Journal
Goblin Zeppelin:
Armor: 0
Hit Points: 150
Size: Small
Weapons: None
Damage: None
Range: N/A
Speed: Blazing
Attack Speed: N/A
Special Abilities: Detector, Flying
The Goblins Alchemists were the first to discover an unknown gas, which were found to be lighter than air. Naming it Helium (Goblin for Light Air), the goblins set eagerly to work.
The resulting contraption astonished all members of the Horde, and
none can deny that Goblins are a valued asset as long as one can cope
with their partial insanity. These large balloons float upon the guys at
amazing speeds, allowing them to survey large areas of land. After the second war,
these weird contraptions were enchanted by Necrolytes, allowing them to detect the
invisible and furthering their use.
"Invisible Mage coming from the right, wraith coming from the left, hey grunt watch for that lightning bolt! The Mage is summoning a meteor storm! Hey I can see my house from here!" -Goblin Crew in a Typical Battle
Horde Transport:
Armor: 1
Hit Points: 150
Size: Large
Weapons: None
Damage: None
Range: N/A
Speed: Fast
Attack Speed: N/A
Special Abilities: Transportation, Flying
During Nur'zhul's flight from Draenor, he decided that it
was imperative to bring transports into the new world in case it was filled with water.
Summoning the powers from both the Necrolytes and the Death Knights, the horde managed
to enhance these ships with the gift of levitation. Such enchantments are costly,
and hence transports have decreased in availability much in the new world.
"No longer we'll our troops be hindered by cliffs or walls, nor longer will our transports belong only to the sea... now for the first time not only Goblins can venture into the sky!" Nur'zhul's announcement of the successful enchantment.