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Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 6:23 am
by Zahru II
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Jean-Francois - Bragallot

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Battle Cleric casts Flash of Light! (hence poor focus)

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While the marauder knights are unaffected, it scares the crap out of their steeds, who throw them off.

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JF and the crossbowmen reduce Gurak's hp to 1.

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They continue kiting the marauders and retreat.

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The last office picks up another sword and takes out the black ork officer.

Prince Albrecht - lawmaster

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The crossbowman pointblank shoots down an ork.

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Another one is killed by swordsmen.

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Albrecht engages in combat with Gurak, but neither could harm the other.

Gurak's Horde - Scratch

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Albrecht: 'Fleeing, coward?'
Gurak: 'I have more worthy foes to fight agains!'

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Gurak decaps the officer, what a way to go.

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He uses the momentum and lobs the severed head at Albrecht. Funnily enough, damage is critical, dealing 1 hp damage to the prince and sending him to the ground.

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Recovering from the initial daze, the young prince just realizes what happened, and is utterly mortified.
Gurak: 'You haven't seen true bloodshed yet, have you?'

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Black orks charge the Falx troopers.

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They manage to take out one, but both die to counters.

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The assault is followed up by orkboys, however it is fruitless.

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Warmachines move in, and destroy Albrecht's swordsmen. An orkboy dies as collateral damage.

Falx - Zupponn

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Troopers obliterate the orkboys.

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Riflemen move in and destroy the catapult, much to the ork's dismay. The other squad is out of range.

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Marauders get back on their mounts and continue chasing.

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Isabella casts a fireball at Gurak.

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It hits and turns the ork warlord into a living pyre!

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Albrecht gazes in horror as his hated enemy dies in an excruciatingly painful manner. Poor kid's gonna have a real bad PTSD.

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The ork's charred husk falls to the ground, dead.
Isabella: 'Ahahaha! I thought the green ones were made of sterner stuff!'

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Amidst the chaos, Apollyon emerges:

Apollyon: 'What is this madness? Who are those dark warriors? '
Jean-Francois: 'You are a sight for sore eyes, mon ami!'
Apollyon: 'You shouldn't have let this happen Jean. Nevertheless, the prince is in peril. All that matters is we get him away from this... slaughter.'
JF: 'Oui, our plan was bold, alas the situation got dire and out of hand.'

SECRET FACTION UNLOCKED
- Apollyon and 2 runeknights - Apollyon himself

NEW IMPERIAL OBJECTIVE: Get Prince Albrecht into safety.

Overwatch and kills:


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Bragallot - 9
Scratch - 17
lawmaster - 6
Zupponn - 9

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 6:27 am
by Zahru II
First of all, I must address how sad it is that the orks will never have a good hero whose fate and character lasts more than one battle, as they always get mutilated in the most brutal fashion.

SECOND, New stats and rules for Runeknights!

Runeknights

The most powerful knights who could manage to control the power of ancient runic magiks.

Stats:

Runeknight

1d10 skill
7 inch movement
2d6 armor
2 hit points

Special (this is the new bit):
Rune Magik: Activating rune powers is a quick/free action, but only one can be used per turn; runes can be used as response action. One rune power can only be used once in a battle.
Runes:
• Rune of the Swift Winds: gives 1d6 movement bonus for a turn.
• Rune of Shielding: gives 1d6 armor bonus against a strike. Can be used as a reaction.
• Rune of Smiting: 6 inch range. Deals 1d6 damage to an opponent. Damage ignores additional armour.

Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 9:31 am
by Apollyon
I will take it upon me to save the princeling.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 10:00 am
by Scratch
Well shit, I am going to kill that bitch Isabella.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 10:01 am
by Zahru II
I will take it upon me to save the princeling.
It would only be fitting, wouldn't it? Tis yours.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 10:59 am
by Bragallot
He's not worth saving. Regardless, I will offer the orcs a truce until we've dealt with the Falx.

The Orcs seem to be suffering from Hitokiri syndrom, their heroes never live either. You could use stubby's guidelines and just have Gurak come back. Every time he dies, he becomes more manly. Like for instance next time he could have a charred face (Darth Maul face maybe), then if he dies again he gets a peg-leg, then a hook, then an eyepatch (I'm pretty sure there's an orc face that has an eyepatch), then a mechanical arm, etc... until he's just a floating head in a jar commanding a steampunk mechanical body.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 11:18 am
by Zahru II
Bragallot wrote:He's not worth saving.
Lol dafuq man

Idunno, I'm sorta bummed that that happen, but on the flipside I do enjoy the drama and impact it had. AFAIK he's as good as dead, as a nice testimony that the Falx can mess your shit up bad.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 12:29 pm
by Silverdream
Poor Gurak, I had such high hopes for him. Scratch is doing an excellent job of commanding the ork forces btw.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 2:15 pm
by Bragallot
Zahru II wrote:AFAIK he's as good as dead, as a nice testimony that the Falx can mess your shit up bad.
Hey, fair's fair, we made it easy for them to kill him :lol:

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 3:28 pm
by lawmaster
Hmmm a peace to the orks that is a good idea Brag we must take down the Falx.

Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 5:26 pm
by Bragallot
Yeah, especially 'cos I'd be the first to know what they get up to if they win.

Luckily, though,

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Re: Orks Must Die! - Turn 5

Posted: Wed Jan 30, 2013 5:37 pm
by lawmaster
Dare say what is this cunning plan?(pm)