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Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 5:15 am
by Zahru II
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It begiiins~

Gurak's Horde - Scratch

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Gurak catches the Imperial ambush and continues his speech (feat):

'THOSE COWARDLY HUMANS ARE TRYING TO AMBUSH US! HAHAH, I HOPE THEY PUT UP A BETTER FIGHT THAN THEIR YELLOW-BELLY SCUM OF PREDECESSORS!'

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'WE WILL CRUSH THEM NEVERTHELESS!'

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Gurak picks up the banner and jumps into the fray, ready for a fight. His berating speech was successful; enemy heroes receive a -1 feat modifier this turn.

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The orks reorganize and press onwards, alas none of them are in attack range.

Jean-Francois - Bragallot

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JF and his units move inwards, keeping distance from the horde yet.

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Battle Cleric tries to bless the crossbowmen, but fails. Nevertheless, they are in range anyway, so they fire at the nearest squad of orkboys.

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Orkboys survive the attack, with using a response parry against the crossbow bolts.

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JF attempts rapid fire (feat: on success it makes 1d3 attacks instead of a regular one), and even though he's handicapped, he rolls a critical success and makes 2 attacks, with which he kills two berserkers. First Blood!

Prince Albrecht - lawmaster

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Albrecht's team joins up with JF.

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Jean-Francois: 'Vous still think we got this mon prince?'

Prince Albrecht: 'Fear not Jean, we will destroy these foul beasts. Their champion is too overconfident to realize this.'

Overview and kills:

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Scratch - 0
Bragallot - 2
lawmaster - 0

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 5:16 am
by Zahru II
Battle Cleric stats:

1d6 skill
5 inch movement
4 armor
2 hit points

Special:
•Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.

Armed with flails (ur3, 2d6 damage, close range)

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 6:12 am
by Bragallot
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Excellent.

Battleclerics certainly look like a serious improvement. Props to whoever came up with those (Scratch?).

Jean-Francois is still awesome :D

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 7:17 am
by *CRAZYHORSE*
I am totally stealing your battle cleric idea. Awesome!!!

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 8:01 am
by Falk
Zahru II wrote:Battle Cleric stats:

1d6 skill
5 inch movement
4 armor
2 hit points

Special:
•Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.

Armed with flails (ur3, 2d6 damage, close range)
Why don't you give them some supernatural dice?

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 8:36 am
by Zahru II
because I'm lazy and I'd rather fudge

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 10:19 am
by Scratch
Bragallot wrote: Excellent.

Battleclerics certainly look like a serious improvement. Props to whoever came up with those (Scratch?).
Thanks! I saw the rune-helm laying on the ground and said, "why not give my most useful infantry unit some new kicks" and he blossomed into a whole new badass monastic order.

Also, where am I in the kill ranking? Zupponn is but he hasn't entered the game yet.

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 10:22 am
by Zahru II
Yeah, that's supposed to be you. I mix the two of you guys for some reason.

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 2:24 pm
by Warhead
I agrea, Clerics would be very useful and I may have to use them too. Great battle. :D

Re: Orks Must Die! - Turn 1

Posted: Thu Jan 24, 2013 11:20 pm
by Zupponn
Scratch wrote:Also, where am I in the kill ranking? Zupponn is but he hasn't entered the game yet.
I'm just that good.

Re: Orks Must Die! - Turn 1

Posted: Fri Jan 25, 2013 12:04 pm
by Zahru II
I could use some lawmaster orders

Re: Orks Must Die! - Turn 1

Posted: Fri Jan 25, 2013 3:29 pm
by lawmaster
I sent them in a while ago, sending them in again I guess.