GRISHAK’S TROOPS
All orcs are Frenzy: The character always passes a minimum of 2d6 on the Test of Wills and Charge Test.
GRISHAK
STAR DICES 5 - 1HW - REP 5 - AC 4 - MV6 - HARDINESS 1+1 (resilient)
Resilient: Hardiness+1.
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.
GORGOR (lance, shield)
1HW - REP 4 - AC 4 - MV6
Unlucky: If within 3 inches of a figure that is hit, has a chance (1-2 of 1d6) of taking the hit instead.
VADASH (sword, shield)
1HW - REP 4 - AC 4 - MV6
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.
RALG (axe)
1HW - REP 4 - AC 4 - MV6
Fast: Able to move two extra inches each move.
SMORT (sword)
1HW - REP 4 - AC 4 - MV6
Nerves of Steel: +1d6 for the Crisis Test.
PROG (mace, shield)
1HW - REP 4 - AC 4 - MV6
Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test.
BULG (Troll)
2HW - REP5 - AC4 - MV8 - HARD3
Dimwitted: Roll 1d6 versus Rep each turn and compare to table below. Pass 1d6 = Behave as desired. Pass 0d6 = Will not move.
Terror - Frenzy
ZORREN (Shaman)
1HW (dagger) - REP 4 - AC 2 - MV8 - Magical Staff (+1REP to cast spells) - Magical mushrooms x 2 (+1 REP to cast a spell)
UNDEAD
Units
|
Class
|
Weapons
|
REP
|
AC
|
Shield
|
Move
|
HARD
|
CV
|
Notes
|
SKULL
|
melee
|
Various
|
5
|
6
|
various
|
6
|
2
|
7
|
Terror, Vicious
|
UNDEAD THRALL
|
melee
|
Various
|
3
|
5
|
Y
|
6
|
0
|
2
|
Undead, Terror
|
- REINFORCEMENT FOR THE UNDEAD: on a roll of 7 with activation dices.
- Visiting the Temple will awake...
THE GUARDIAN
2HW - REP 4 - AC6 - MV12 - HARD4
Terror - Frenzy - Vicious
- ACTIVATION
If a double is rolled with activation dices the player rolls on the Random Events Table
Dice
|
Events
|
1-3
|
Nothing
|
4-5
|
Draw a card (from the Random Events Cards for WHAA deck)
|
6
|
A Constrictor attacks a character.
Roll a dice under the character's REP to see how he reacts:
Pass 2 =OK
Pass 1 =REP-1 for the first round of fight
Pass 0 =REP-2 for the first round of fight
Constrictor
REP 4 - AC4 – pénétration 4 – MV 10 – Hardiness 2 -poison (Firing Damage Table - protected)
|
THE GAME...
We are near the Temple, hurry! |
A first PEF is resolved... |
A Skull is no match for a Troll... |
Battle for the Temple |
Two new PEF are resolved... |
The undead are legion |
Fierce fights in the Temple |
Bulg isn't an easy opponent... |
... But he was wounded |
More thralls attack the Temple |
Grishak has defeated a Skull |
A few opponents left standing... |
VICTORY! |
We have awakened the Guardian! |
An opponent too powerful even for Bulg |
A fun solo WH:AA game... Thanks for reading.
Minis: Pathfinder Miniatures (Orc) and Rackham (Undead)
I love the Guardian !
ReplyDeleteCheers
Paul
Me too!
ReplyDeleteGrishak triumphed in the best orc-ish tradition! Grab the loot and flee while your biggest henchman is devoured by the monster.
Love it!
The stuff of legend! Great batrep. What else are henchmen for but to serve as a distraction for the monster? A few questions. New in sight rules? Do you have the PEF results on the other side of the counters? A good idea. This is all stuff I'm trying to do with my campaign. If only I can overcome inertia.
ReplyDeleteThanks guys.
ReplyDelete@ Sean: in WHAA you don't have In Sight Test (better fitted for modern games) but a Test of Wills when you are at 12'' of a threat. I have indeed the PEF results on the counters to speed up the game. What I like withTwo Hour Wargames games is the time your take to organize your game...
Great report and I loved how Grishak decides that uniting the Orcs is a far grander destiny rather than just obtaining a few points of glory slaying a 'simple beast' :)
ReplyDeleteGraham, as Sean and Bob, you have perfectly understood Grishak's sense of responsibility...
ReplyDelete:)
very cool Batrep.. Love the Guardian!
ReplyDeleteTrès sympa cet interlude WHAA au milieu de la campagne RRtK
ReplyDelete