Great Orcs

Great Orcs

Sam Smallwood was a hobbit with a sense of certainty. Foolhardy, some would call him. Sam was also good with numbers, and had a keen sense for fiscal matters. 

It seems logical, then, that he left his small community in the Little Country to seek employment with the banks and merchants in Marienburg.

...to be continued...





OMFG Rules

Coming soon.


Your Favorite Wargame Stats

WFB3

5 - 10 MERCENARY GREAT ORCS
M WS BS S T W I A Ld Int Cl WP
GREAT ORC 6 3 2 4 5 3 3 2 7 4 5 7
LEVEL 5 HERO 5 4 3 5 5 3 4 3 7 4 5 7
Image MODELS PER UNIT: 5 - 10
POINTS PER MODEL: 46
WEAPONS: HAND WEAPON & DOUBLE HANDED WEAPON
ARMOUR: NONE
OPTIONS

UNIT MAY HAVE:
UNIT LEADER . . . . . . . . . . . . . . . . . . 110
Advisor: The Unit Leader is accompanied by the Advisor. The addition of brains to brawn gives the Unit Leader an effective 8+1 Ld, 7+3 Int, and 6+1 Cl as long as the Advisor is alive. For every wound  suffered by the Unit Leader, roll a d6. On a roll of 5 or 6, the Advisor is taken out of action, and no wound is taken by the Unit Leader. The Advisor, being dead or seriously wounded, has no further effect in this game.


KoW2

Coming soon.

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