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ORC PIRATE ARMY LIST - Warhammer Armies

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The list that follows is representative of a group of seafaring greenskins who have traveled the world and plundered a large variety of lands and vessels. The army is rife with pirate clichés and blackpowder and, as such, it is recommended that anyone playing this army talk in a suitably piratey (and orcy) manner. This list is not in any way endorsed by Games Workshop or any of its affiliates or subsidiaries. An attempt was made not to disclose information found in Games Workshop's published works. As such, players wishing to field the Orc Pirate army will need a copy of Warhammer Armies: Orcs & Goblins and Warhammer Armies: Ogre Kingdoms. While one may encounter material copyrighted by Games Workshop, the intent of such material is the promotion of Games Workshop products and publications and not the personal gain of those involved in the production of this booklet. ORC PIRATE SPECIAL RULES: Lootas: Most of the models in the Orc Pirate army are greedy orcs, driven to a lif...

Racial Powers de Jour

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Predatory Eye Bugbear Racial Power You maneuver into an advantageous position and strike your foe with ruthless determination. Encounter Minor Action Personal Effect : If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level. Ferocious Charge Gnoll Racial Power You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe. Encounter Standard Action Personal Effect : You charge and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level. Goblin Tactics Goblin Racial Power You avoid your enemy’s blow and cleverly slink past his defenses. At-Will Immediate Reaction Personal Trigger : You are missed by a melee attack. Effect : You shift 1 square. Hobgob...

DM of the Rings

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OGRE GROUPS

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Ogre gangs (3 to 4 ogres) and bands (5 to 8 ogres) appear considerably braver than a lone ogre. They rarely retreat from battle, sometimes concentrating their strength against a single foe, and sometimes even attacking groups that display numerical superiority. As with a lone ogre encounter, encounters with a gang or band typically start out with a display of force. The ogres scream, beat their chests and launch javelins at their potential target. They hope to intimidate the opposing group into submission; if the targets do not immediately surrender the ogres follow the display with a sudden and ferocious assault. Ogres do not appreciably alter their tactics when they fight in groups. Each ogre chooses a separate opponent and charges. They strike and then move, hoping to lure their targets into provoking attacks of opportunity. However, they rarely display the presence of mind to layer their threatened areas or engage in baiting tactics. Nor, fortunately, do they tend to bulr...

BALOR [ROG] DEMONIC COMMAND UNIT

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In the original Dungeons & Dragons pamphlets, this breed of demon was known as "balrog", but the name was revised in subsequent supplements to simply "type VI demon" so as not to infringe on J. R. R. Tolkien's copyright. In second edition AD&D, the name "type VI demon" was revised to "balor," taking the name of the greatest individual of their rank as the name for the entire breed. Also in second edition, balors now had vorpal swords. # Typical physical characteristics In the original Monster Manual, balors are twelve foot tall, winged humanoids with horns and demonic features. They prefer to wield swords and many-tailed whips. They are able to create flames around themselves and shed darkness at will. They possess a strong charisma that attracts other chaotic evil creatures. They tend towards organized evil. Six are known to exist. In the 2nd edition Monstrous Manual, balors are the most powerful tanar'ri. They exist sole...

OROGS

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An orog sorcerer and an ankheg Elite orcs, or orogs, are a race of great orcs, possibly mixed with ogre blood. Orogs range between 6 and 6½ feet tall. They are highly disciplined warriors and have their own standards and banners which they display prominently -- it is usually easy to tell when orogs are present among common orcs. Orogs can be found at the vanguard of large orc armies, but rarely on patrol. There is a 10% chance that an orc tribe will have orogs, whose number equals 10% of the male population. (Thus a community of 3,000 male orcs has a 10% chance of having 300 additional orogs.) Small bands of elites (20-80 orogs) will hire themselves out as mercenaries. Orogs have 3 Hit Dice, plate mail (AC 3), and have a +3 Strength bonus on damage dice. For every 20 orogs, there will also be one leader with 4 Hit Dice (THAC0 17). There is but one orog chief, who has 5 Hit Dice (THAC0 15). Orogs use weaponry common to orcs, but will typically possess two weapons apiece. (2 nd AD...

GREEN RONIN WRATH AND RAGE

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Game : Wrath & Rage Publisher : Green Ronin Series : d20 Reviewer : Wyrdmaster Review Dated : 17th, October 2002 Reviewer's Rating : 7/10 [ Good ] Total Score : 7 Average Score : 7.00 The Races of Renown series from Green Ronin is part of the OGL Interlink program. This means that titles will not clash with others in the OGL Interlink. Wrath & Rage is the Orc and Half-Orc book in the Interlink and it'll probably be the only one. I can only hope that the other companies in the Interlink are producing material as good as Green Ronin's because Wrath & Rage is rather good and before that the Dwarf book, Hammer and Helm , is even better. The introduction here is your typical short RPG supplement introduction. It contains an important point though; the author, Jim Bishop, notes that orcs are often portrayed as filthy, stupid and savage and that's entirely as it should be. Right from the start then you can't expect Wrath and Rage to offer you any cliché bus...