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Author Topic: Athel Loren Campaign- Savage Orcs  (Read 18767 times)

Offline StyrofoamKing

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Athel Loren Campaign- Savage Orcs
« on: May 27, 2009, 01:53:16 AM »
SAVAGE ORC WARBAND
Based on ‘Da Mob’ Warband by Mark Havener. Additional inspiration from the Forest Goblin warband by the iCircle Lustria Team

Special Rules
Old Ways- Savage Orcs are rooted fully in their savage ways, and ancient superstitions.  They will not use any Blackpowder weapons, nor any type of crossbow.  Likewise, they will not use any armor except the types of armor they have listed on their Equipment list (the exception being any Magical Artifact armor, which is allowed.)

Animosity.
Orcs and Goblins enjoy nothing more than a good scrap, unfortunately they’re not always very discerning about who they scrap with! To represent this, at the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin. A roll of 1 means that the warrior has taken offense to something one of his mates has done or said. Do not roll for models that are engaged in hand-to-hand combat (they’re already scrappin’!). Likewise, do not test for any frenzied model that is within charge range of an opponent.  To find out just how offended the model is, roll another D6 and consult the following chart to see what happens:
D6 Result
1 “I ’Erd Dat!” The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hygiene and must pay the price! If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach (if there are multiple targets within reach, choose the one nearest to the mad model), the offended warrior will immediately charge and fight a round of hand-to-hand combat against the source of his ire. At the end of this round of combat, the models will immediately move 1" apart and no longer count as being in close combat (unless one of them fails another Animosity test and rolls this result again). If there are no friendly Orc or Goblin Henchmen or Hired Swords within charge reach, and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman or Hired Sword. If none of the above applies, or if the nearest friendly model is an Orc Hero, the warrior behaves as if a 2-5 had been rolled on this chart. In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in hand-to-hand combat.
2-5 “Wud Yoo Say?” The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in hand-to-hand combat.
6. “I’ll Show Yer!” The warrior imagines that his mates are laughing about him behind his back and calling him silly names. To show them up he decides that he’ll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. If there are no enemy models within sight, the Orc or Forest Goblin may make a normal move immediately. This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if you wish. If the extra move takes the Orc or Forest Goblin within charge reach of an enemy model, the warrior must charge into close combat during his regular movement.

Distasteful Company. Many Hired Swords refuse to work for Orcs, as they know that Orcs are just as likely to eat them as fight alongside them (ESPECIALLY Savage Orcs). Orcs may only hire the following Hired Swords: Pit Fighters, Ogre Bodyguards or Warlocks.  They may also hire any Orc, Goblin, or Hobgoblin Hired Swords.

Choice of warriors
An Orc warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 20.
Chieftain: Each Orc warband must have one Chieftain: no more, no less!
Shaman: Your warband may include up to one Shaman.
‘Ead’unters: Your warband may include up to two ‘Ead’unters.
Savage Boyz: Your warband may include any number of Savage Boyz.
Forest Goblins: Your warband may include any number of Forest Goblins, though it may not have more than two Goblins for each Orc in the warband (including Orc Heroes).
Crazed ‘Uns: Your warband may include up to five Crazed ‘Uns.
Troll: Your warband may include up to one Troll.

Starting experience
A Chieftain starts with 20 Experience.
A Shaman starts with 10 Experience.
‘Ead’unters start with 15 Experience.
All Henchmen start with 0 Experience.

Orc equipment lists
The following lists are used by Orc warbands to pick their equipment.
Orc equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club. . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Battle axe . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Morning star . . . . . . . . . . . . . . . . . . . . . . 15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile weapons
Throwing Axes. . . . . . . . . . . . . . . . . . . 15 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Armour*
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Bone armour . . . . . . . . . . . . . . . . . . . . . 25 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Tattoos. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Miscellaneous
Warpaint. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Goblin equipment list
Hand-to-hand combat weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc

Missile weapons
Short bow . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Blowpipe. . . . . . . . . . . . . . . . . . . . . . . . 15 gc

Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Tattoos. . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc

SKILLS
CHIEFTAIN Combat, Shooting, Strength, Speed, Special
SHAMAN Strength, Special
‘EAD’UNTERS Combat, Strength, Speed, Special


HEROES
1 Orc Chieftain
80 gold crowns to hire
M WS BS S T W I A Ld
4 4 4 4 4 1 3 1 8
Weapons/Armour: An Orc Chieftain may be equipped with weapons and armour chosen from the Orc equipment list.
SPECIAL RULES
Leader: Any warrior within 6" of the Orc Chieftain may use his Leadership characteristic when taking Leadership tests.

0-1 Orc Shaman
40 gold crowns to hire
Orc Shamans are outcasts from Orc society. They are gifted by the Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities, but respected for them.
Profile M WS BS S T W I A Ld
4 3 3 3 4 1 3 1 7
Weapons/Armour: An Orc Shaman may be armed with weapons chosen from the Orc equipment list. An Orc Shaman may never wear armour.
SPECIAL RULES
Wizard: An Orc Shaman is a wizard and uses Waaagh! Magic. See Waaagh! Magic page15 for his spell list. Alternatively, instead of starting out or learning a ‘Waagh! Magic’ spell, he may learn/start off with the ‘Boilin’ Blood’ spell (see the Skills section.)

0-2 Orc ‘Ead’unters
40 gold crowns to hire
Profile M WS BS S T W I A Ld
4 4 3 3 4 1 3 1 7
Weapons/Armour: ‘Ead’unters may be equipped with weapons and armour chosen from the Orc equipment list. 
SPECIAL RULES
Waagh!: ‘Ead’unters start with the Orc Skill, ‘Waagh’ skill. The warrior may add +D3" to his charge range.  If the ‘Ead’unter is frenzied or crazed, measure to see if the opponent is within normal mandatory charge range. If the model is within 3” from the ‘Ead’unter’s maximum charge range, roll the 1D3”, to see if the ‘Ead’unter is required to charge any model within the 1D3” extra inches.  If the range is not enough, the ‘Ead’unter adds that same range bonus (1-3”) to any optional charges the ‘Ead’unter may attempt this turn.

HENCHMEN
Savage Boyz
25 gold crowns to hire
Savage Boyz are savage and tough. They fear nothing that they can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Warhammer world. They form the core of any Orc warband.
Profile M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 7
Weapons/Armour: Boyz may be equipped with weapons and armour chosen from the Orc equipment list.
SPECIAL RULES
Animosity: Savage Boyz are subject to the rules for Animosity (see Special Rules for details).

0-5 Crazed ‘Uns
35 gold crowns to hire
flavor!
Profile M WS BS S T W I A Ld
4 4 3 3 4 1 2 1 7
Weapons/Armour: Boyz may be equipped with hand to hand weapons and armour chosen from the Orc equipment list. They may not use Missile Weapons.
SPECIAL RULES
Animosity: Crazed ‘Uns are subject to the rules for Animosity (see Special Rules for details).
Crazed: Crazed ‘Uns must charge if there are any enemy models within charge range.  While within charge range, the Crazed ‘Uns are immune to all Psychology (including Animosity and Fear).  Likewise, while in combat, the Crazed ‘Uns are immune to Psychology.  Unlike Frenzy, this effect is permanent and is not canceled by being knocked down or stunned.  The exception to the ‘Immune to Psychology’ rule is that any Crazed ‘Uns that become Frenzied are treated as being ‘Frenzied’, and temporarily lose the ability 'crazed'., If the 'frenzy' effect disappears, (ex. the Orc becomes knocked down or stunned), he returns to being ‘Crazed’ as before.
Charge: Crazed ‘Uns’s receive +1 Attack for the first round of combat whenever they charge. They do not get this bonus attack if they are frenzied (they got ENOUGH bonus attacks as is!)


Forest Goblins
15 gold crowns to hire
Goblins are often used as cannon fodder (as well as a food source in lean times!) by their larger Orc cousins. They are usually not as well equipped as Savage Boyz, having to make do with whatever the Orcs do not want or cannot use.
Profile M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Weapons/Armour: Goblins may be armed with weapons and armour chosen from Goblin equipment list.
SPECIAL RULES
Natives. Used to poking through the underbrush, Forest Goblins suffer no movement penalties from moving through jungle or forest terrain.
Animosity: Forest Goblins are subject to the rules for Animosity (see Special Rules for details). Note: A Forest Goblin who fails his Animosity test and rolls a 1 for the result will never charge an Orc Henchman, though he will still use any missile weapons to attack as normal. Goblins are far too afraid of Orcs to challenge them individually.
Not Orcs: Orcs don’t expect much from non-Orcs, and are therefore not unsettled if Goblins break or get cut down in battle. In fact, they expect as much from these weaklings! Therefore, when testing to see if an Orc Warband needs to take a Rout test, each Forest Goblin taken out of action only counts as half a model. Therefore, a band of 5 Orcs and 10 Goblins (15 models) would only have to take a test if 4 models fell (4 Orcs or 8 Goblins, or some combination thereof ).
Runts: Goblins may gain experience but if they happen to roll ‘That Lad’s got talent’ they are immediately killed by their Orc overlords for becoming too ‘mouthy’ (remove the Gobbo from the roster).

0-1 Troll
200 gold crowns to hire
Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
Profile M WS BS S T W I A Ld
6 3 1 5 4 3 1 3 4
Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given weapons or armour.
SPECIAL RULES Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Chieftain has the option of sacrificing two Forest Goblins to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves. 

SPECIAL EQUIPMENT

Throwing Axes – See the ‘Athel Loren- New Equipment’ Section for more details.

Tattoos - See the ‘Athel Loren- New Equipment’ Section for more details.

Warpaint - See the ‘Athel Loren- New Equipment’ Section for more details.

Bone Armor – 25gc  Common
Bone Armor is crudely made armor, using the bones of trolls, ogres, and various other mammoth creatures. It is more cumbersome than iron, but definitely provides ample protection.
An Orc wearing Bone Armor receives a 5+ armor save (as if wearing heavy armor), but receives a -1 Movement penalty.  If may be used with a shield, but receives an additional -1 movement, for a total of -2 Movement.  If mounted, the movement penalty is passed on to the mount.  Bone Armor may not be used with Tattoos, but it may be used with Warpaint (this is an exception to the normal warpaint rules.)


Orc special skills
Orc Heroes may use the following Skill list instead of any of the standard Skill lists available to them.

’ard ead- The warrior has a thick skull even for an Orc. He has a special 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. If the Orc also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).

waaagh!- Orcs are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3" to his charge range.

Crazed!- The Orc becomes a slobbering, destructive machine.  He gains the ability ‘Crazed’ (see the henchmen ‘Crazed ‘Uns’ for more details.)

rock ’ard- The Orc has a thick, dark-green skin, possibly indicating Black Orc blood. Such is the toughness of the Orc that he may add +1 to any armour saves. Also, if wearing Bone Armor, he may ignore one of the inches of movement penalty (meaning he’s at normal speed with armor, -1 with a shield.)

’eadbasher Orcs- have massive physical strength and some of them even learn to aim their blows at the heads of their opponents, with obvious results. Any knocked down results which the Orc causes in hand-to-hand count as stunned results instead. 

Bushwhacker- Whenever an Orc moves into a single tree terrain piece (that is not a structure/building, like a treehouse or fort), the Orc hero may attempt to knock it down.  The Orc immediately halts in base contact with the terrain piece, and may not shoot or cast spells this turn.  Take an immediate Strength test on 2D6, adding any bonuses for Hand-to-Hand weapons and skills: if passed, the tree terrain is removed from the table. Otherwise, the tree remains where is, and the Orc may attempt to remove it during his next turn.  If the terrain piece has multiple trees on the same base, he must attempt to remove them all at the same time, subtracting -1 from his strength for every tree past the first.

Boilin’ Blood: (Savage Orc Spell- Shaman Only)      Difficulty 5
The Savage Orc may choose any friendly Orc or Goblin model within 24” (may target himself). That model is now Frenzied.  This bonus lasts until the end of the battle, or until the model is knocked down or stunned, whichever comes first.  ‘Boiling Blood’ can only affect one model at a time.  You may decide to cancel the spell at the start of your Recovery Phase, before rolling for Animosity tests.  A successful or unsuccessful casting of the spell upon another model will automatically dispel any previous ‘Boilin’ Blood’ effect granted to a different model.

« Last Edit: May 29, 2009, 03:42:06 AM by StyrofoamKing »

Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #1 on: May 27, 2009, 02:03:16 AM »
CHANGES AND REASONING

Boyz-> 'Ead'unters
With a pull away from missile weapons, I thought the 'Waagh' Skill (adding a measly +1D3" to a charge... hardly a full skill, really,) would be a simple way for stretching their reach.  They still have Longbows, so they can potential have some shooting power, but I switched their skills from Shooting&Strength to Speed and Strength. I gave them the D3 without a raise in price, considering they start at 12 exp (Big Uns do too, though I can't imagine why.)

Shaman>Boilin' Blood
I like the idea that the Shaman can make any warrior frenzied at a whim, but it seemed best to use as a Spell.  Frenzy can be pretty rough, so rather than make it an auto-ability, it Diff 5.  That's two lower than the Ulric-Wolf version, but the Wolf Priest spell has a) no limit to the number of people to cast it on, and b) can target non-humans too, meaning your Ogre Bodyguard can be frenzied too. Rough.

Squigs > Crazed 'Uns
I wanted something like Frenzy, but not quite. Hence the 'has to charge, +1 Attack' rule.  It stays around, just to make it easier to keep track of.  Master and I discussed whether to make the Big Un's/Headhunters have the crazed ability or the elite henchmen... I went with the henchmen, going with the idea that a) they're replacing the unpredictable squigs, and b) with animosity, they're pretty unpredictable as is.  This way, you have your reliable heroes, and your out of control henches.

Troll
At the moment, he's kinda plain. We talked about a feral troll or savage troll, but that seems too many rules on an already full warband. Maybe make him a river troll, just for a slight flavor.


!!!!!EDIT TO ABOVE!!!
I stupidly said that Crazed adds +1 attack, which is ADDED to frenzy.  I meant to have Frenzy REPLACE crazed, so they only get the normal double attacks, not double +1.  (Given that this isn't the GREATEST boon in the world, should we be nice and grant +1 attack in the first round of combat, regardless of who charged?)
« Last Edit: May 29, 2009, 03:40:03 AM by StyrofoamKing »

Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #2 on: May 29, 2009, 01:28:49 PM »
Sorry for the slightly harsh tone of the comment below, I really can't help it today...

I hate to say it, but I better like what we had before.

Waaagh is a terrible skill and the only reason to take headhunters now is because they are heroes, and can for some reason acces longbows. Instead they should be close combat experts like we discussed.

If waaagh should be useful it should at least give you +1 to hit on the charge or make it impossible to intercept, or giving +1A. As it is now it is terrible compared to the leap skill, yes I know bretonnia have a similar skill but that doesn't make it any better, it just makes bretonnias selection of skills worse.

'Ead'unters make no sense now, this warband should be worse on ranged combat than regular orcs and better in close combat, like middenheimers and reiklanders for orcs. However as it is now they are worse both places, orcs have proper armour, later access to toughened leathers, these guys have nothing to combat that. In addition orcs have crossbows, and other stuff that makes them simply better, these guys are very weak in comparison. If we give them no weapons but thrown weapons, then we could give them acces to shooting skills, thus also allowing henchmens that become heroes to choose shooting skills.

The shaman, well I really liked the totem dance ability, and would rather remove his spellcasting ability than remove that ability, I think rolling one dice per orc at the beginning of the game granting frenzy for the game on a 6 isn't too much. It also adds a lot of flavor to the warband, and gives them something unique, so they aren't just another warband off the band-wagon. Although I like the boilin' blood spell, it just ins't flavorful enough IMO. If not, then we could give them a mad cap mushroom creation skill.
Or another idea:
Sacrifice to Gork:
Gork is the orc wargod, and when the orcs worship him (as savage orcs do the most because they rarely remember more than gork and ...), they are drived into a wicked bloodlust, often ripping apart their own warriors before ripping their opponents open. A good shaman knows how to use this to the best of his ability, and also know that orcs that are fed greenskin blood goes into a quite powerful rage. The shaman may instead of looking for rare items after a combat sacrifice a goblin to the gods (remove it from the roster sheet, keep any equipment) and let the orcs drink the blood from it. If he does so, at the beginning of the next game roll a dice for each orc in the warband on a roll of 6 it is frenzied. If the warband finds prisoners, stragglers or captives it may use them in place of goblins.

I also think we should make the troll a savage troll, -1A -1LD loss of vomit attack, gains frenzy. If that is too good, give him -1WS to boot and he is kindda bad for his price, personally I think trolls are way to expensive, even if I have the gold for it I'd rather have 4-5 orcs than put 200 gold into this brute, an ogre can often do the job quite as good anyway.

Apart from that I like what you've done to this warband:
Bushwhacker seems nice, there it is funny and useful, Rock 'ard is good and funny but gives 4+ save rather cheap, we don't want these to become more armor freaks than orcs, we want them with less armor please... Crazed as a skill is a good idea. Perhaps for savage orcs we shouldn't give them the hard head skill? We don't really want to encourage the use of helmets and they might have a softer head due to the immense amount of shrooms they eat.
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #3 on: May 29, 2009, 09:34:49 PM »
Hmm. Sorry you're disappointed, friend. Let's hope we find a consensus soon.  Let us discuss.  8)

Combat vs. Long-range:  The way I saw it, if we take the xbows away and replaced them with longbows, they are (slightly) weaker warband.  However, the major CC to Range switch is from Shooting Skills to Speed skills. Now that Mighty Blow orc can reach you two turns faster, hitting you harder, and letting you get fewer shots in.  I mean, Middenheimers have access to Crossbows, but it doesn't make them overly snipey.

'Ead'Unters:  Hmm.  Well, the last time we started talking about headhunters, we mentioned that each head collected would grant a greater move bonus... then we worried about keeping track of casualties, and whether the heads could be passed if taken by another warrior, and so forth... it seemed too much, really.

Well, I looked at the old Orc warband, they had an existing skill called 'Waagh: add +1D3 inches to your charges."  I agree with you, it's a TERRIBLE skill. But, as a free ability, it seemed not too powerful. (Especially, for some strange reason, the Orc Big'Uns start with 15exp... can't imagine why +1 WS would warrant that.)

So, we can make him better if we want to, but I don't see what's so wrong about a basic champion with a slight bonus.  If we do change it, we'll give it a different name than 'waagh', so it's not confused with the orc skill.

SHAMAN/FRENZY:
Hmm. If you don't like the spell idea, then let's go back to the roll of 6 result.  The question is whether to go with the 6 on the start of the game, or with a 6 on the Animosity roll.  Although it means rolling a few more dice for the heroes, it definitely adds to the unpredictability of the orcs (which, as you said, makes them more than just another 'vanilla' warband.)  If we do, this is how I see it:

Roll 1D6 for each Orc each turn that they are not in combat:

1 - Animosity. Ignore if rolling for Heroes.  Roll another D6: on 1-whaddya call me, 2-5 squabble, 6-charge.
2-5 nothing
6 - Primal Rage! Make immediate move towards closest enemy model. If this brings the warrior into h-t-h combat, he receives double attacks this first round of combat, as if he has frenzy. Likewise, ignore all psychology.  If this doesn't bring them into hand to hand, they return to normal in the Movement phase, and may move as normal, suffering psychology like normal, and having normal attacks.


SAVAGE TROLL
Still not sold on the idea.  The hard part is that frenzy is pretty bad as is... giving it to a creature with 3 wounds is just nasty.  Another option is to make the Troll suffer the animosity/savage roll like the orcs, so there's a chance that he may attack his teammates or have a frenzied charge.

Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #4 on: May 30, 2009, 03:30:55 PM »
If we reduce the trolls attacks by one and give it frenzy it will only net one attack, and get the downsides of frenzy, I think it is fair, bot to make sure it is, i suggest reducing Ld by one and removing the vomit attack, I also like giving it animosity, but it is kindda mean if your troll eats your leader.

I like the animosity idea, but perhaps it would be too good, but well, I like that there's a chance they'll get frenzy, however, if we do it this way, animosity almost seem like a boon to me :D.

Well, I'd like 'ead'unters to be something more, I see that there's a problem with the heads thing, because they will give trouble couting, I still think we should limit them from any thrown weapon but thrown weapons, and then give them access to shooting skills, this way they will be comparable to slayers.
If we want to give them extra movement, we could let them start with the leap skill, it is a lot better than Waaagh! And would give more sense to these guys.

We could also let 'ead'unters choose one race at recruitment, this is the race which heads they hunt, and they hate that race.
To keep it simple we could have races be like:
Humans - All good or neutral aligned human warbands included
Elves - All elves both dark, high and wood.
Dwarves - All dwarves, including the occasional chaos dwarf.
Greenskins - All greenskins including orcs, trolls, goblins and hobgoblins
Chaos - Skaven, Beastmen, daemons and chaos-aligned humans.
Misc - Everything not covered by the other groups.
Perhaps we could randomise which group the ord 'ead'unts?
Giving them hatred also seems like a sort of savage ability.

I agree with you on the combat/long-range issue, but longbows just seem weird for orcs.
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>

Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #5 on: May 31, 2009, 04:38:47 PM »
Savage troll: Only one net attack? Okay, I'm convinced.

Animosity:  Hmm. Better idea; what if we use a Scatter Dice? For example, here's the rules:

Savagely Stupid: Each turn, take a stupidity test for the Savage Troll (name pending.)  If failed, instead of rolling on the NORMAL Stupidity results, roll 1D6 on the following chart.
1-3 Drool - The Troll does nothing but drool this turn, and will not fight. If within Charge range of an enemy model, it will NOT charge, even it frenzied.
4-6 Run Amok - If the Troll is in combat, the Troll fights back as normal.  If not in combat, it will travel 3D6 inches in a random direction.  If this does not take it into another model, it will end its turn on the spot. It will not move during the movement phase (even if frenzied), but will fight back if charged like normal.  If the random movement takes into contact with an opponent, it will attack as normal (count it as an involuntary charge.)  If the random move takes it into contact with an ally, it will attack the model.  If the ally is not engaged with enemy models, he is forced to fight back.  At the start of your next turn, move the troll and the ally 1" apart. The troll moves again as normal (assuming he passes his Stupidity test again!)

Headhunters:  Good thinking, but not sure just yet. The problem is, Hatred doesn't stack with frenzy (or, at the moment, crazed.)  Still, much cleaner.

Races:  When we do the final version, we have to go with orc names for other races. 'Stunties' for example.  ;D

Other options:  ''Tree-peeples" - Dryads, Treekin, and Treeman.
"weenies" - Halflings & spites (maybe skaven too?)
"zombees" - Undead
(We could do animals, but I think they're such a totem-based culture, I doubt they'd hate things they worship.)

I think they could pick their Headhunters, but they can't choose the same hatred twice. That way, they're forced to hate different races.

EIDT: Arrer boyz
Oh, I forgot to mention, but back in MY day, there used to be figures of Savage Orcs with Long Bows.  Now adays, you can only find NORMAL orcs with Long Bows, but by gum, they used to have them.  If we did go with the Shooting Skills, would they still have the speed skills?
« Last Edit: May 31, 2009, 06:19:28 PM by StyrofoamKing »

Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #6 on: June 18, 2009, 03:05:45 AM »
So, as far as equip and skill set, what have we decided?

1. 'Ead'unters with Strength & Speed / access to bows
2. 'Ead'unters with Strength & Shooting / access to bows
3. 'Ead'unters with Strength & Speed / access to thrown missiles
4. 'Ead'unters with Strength & Shooting / access to thrown missiles

I'm a fan of 1 or 3 (speed), but Master was interested in 4, were you not?

Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #7 on: June 18, 2009, 01:21:43 PM »
Actually I'm a fan of having them 4, with access to speed too. I don't think it will overpower them to have shooting skills when they never can get any missile weapon that isn't thrown (just make sure we include this). This way they are more crazed orcs with thrown weapons and melee weapons running amok into their opponents.

Also, I think that orcs nowadays only have bows, giving them longbows too doesn't make it too imbalanced though, because bows are basically better.

I like the savagely stupid rule, and think we should include it.

Headhunters, what if we instead of giving them hatred just gave them one of the things below:
Re-roll all rolls to hit when charging.
Re-roll all rols in first round of CC.
+1 To hit when charging.

I don't think it will be too much if they get it only against one race.
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Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #8 on: June 20, 2009, 05:51:04 AM »
Okay, okay. Here's a compromise, using the following rules/limitations:

SAVAGE ORC RULES:
Primitive Tools: Savage Orcs are easily frightened or untrusting of advanced weaponry. They may only use thrown weapons, bows (any form), slings, and blowpipes.  Even with the skill 'Weapons Expert', they may never use any form of crossbow, or blackpowder item.

SKILL SET
Chieftain: Combat, Shooting, Strength, Speed, Special
Shaman: Strength, Special
'Ead'unters: Combat, Shooting, Strength, Speed, Special

Boyz Equipment:
Hth: normal
missile: throwing knives, throwing axes, bow, longbow, javelin, bolas

'Ead'Unter Equipment: (for 'Mad Boyz' too)
Hth: normal
missile: throwing knives, throwing axes, javelin, bolas

SOOOOO... it boils down to this....

The leader has access to bows and shooting skills. The 'ead'unters have access to shooting skills, but not to bows.  The boyz henchmen have access to long bows, but no skills.  That way, if you REALLY want a shooty, non-throwing warband, you have to:

a. waste a skill for your 'Ead'unter to learn 'weapons expert' to use bows (which, if he finds an elf bow, he'd have to do anyway.)
or
b. wait till a boyz henchmen is promoted, and leave the 'ead'unters to hand to hand and thrown weapons.

Sound like a good compromise, no? Possibly even take the 'throwing knives' away from them, so they're left with throwing axes.

Offline ANSWER_MOD_DABANK

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Re: Athel Loren Campaign- Savage Orcs
« Reply #9 on: June 20, 2009, 12:29:51 PM »
A troll with only 1 attack? Are you going to lower the cost and also lower the attacks on an Ogre.


Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #10 on: June 20, 2009, 01:42:16 PM »
Erm, it seems styro misprinted that, it should say net only one extra attack.

The troll will have 2 attacks and frenzy, thus giving it 4 attacks.

Also, I quite like what you wrote there Styro, what do you think we should give the 'ead'unters for a special rule?
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Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #11 on: June 20, 2009, 03:28:48 PM »
1 net attack = only nets 1 extra attack. Hope that clarifies.

Special Rule:  Nah, let's have the Equipment list do it for us. No sense throwing in extra rules needlessly.

Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #12 on: June 20, 2009, 05:00:28 PM »
So the 'Ead'unters wont suffer from hatred, +1 to hit or anything when charging?
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Offline StyrofoamKing

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Re: Athel Loren Campaign- Savage Orcs
« Reply #13 on: June 21, 2009, 05:15:00 AM »
Hmm. Well, they have access to more skills than their 'Da Mob' equals, and have a chance of being frenzied on a roll of 6 each turn. I don't THINK they need any extra other bonuses or rulees, really.  If they don't have any added bonus, we'll lower their exp to 8 exp (no idea why the mob has it at 11.)

Offline Master

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Re: Athel Loren Campaign- Savage Orcs
« Reply #14 on: June 21, 2009, 02:45:30 PM »
Well, then I'd rather remove shooting skills and give them a special ability, the last thing we want is for this warband to feel like an orc warband with clubs instead of crossbows. That would just be silly.
Meep Meep - Master is Back!

<Insert some random quote about duct-taping sheeps to head (thanks Styro) or any other weird stuff>