Combat Diary

 

Combat 1

Skaven vs Neutrals: 3 Rat Ogres and 12 Stormvermin.

Notes: To get into gear for later, a map was drawn at the start of the battle. It took too long and the GM is trying to find a faster method. All the same, it is here.

 

The Skaven begin by testing for Fear 5: 5 for Neerat (+3 = 8, pass), 3+3 for Eshin Sorceror (pass), 1+3 for Night Runners (fail), 1+3 for Skavenslaves (fail).

 

Magical Ambushes

Neerat has a Magical Ambush, and so charges in! Neerat is equipped with a Thrown weapon and as such opens with that attack! Throws Warpstone Stars! Four Attacks at BS 1+ targetted at the leftmost Rat Ogre, Rolls of 1, 2, 2 and 4. 3 hits! Warpstone Starsare Strength 5 (equal to Rat Ogre toughness) attacks that cause 2D6 damage. 11, 3 and 8 are rolled, causing a total of 21 damage! The Rat Ogre falls to the ground dead.

While Neerat is Never Pinned, she may not move in an Ambush and thus cannot move to capitalise on her Deathblow. Instead, she concentrates the remainder of her attacks on the remaining Rat Ogre! 4 Attacks and Weaponskill 8 versus Weaponskill 4! Rolls: 1, 3, 4, 4. A minimum of 3+ is needed to hit. Thanks to her Rending Sword Neerat has a DD of 4D6 for to-hit rolls lower than 5 (the sword grants her 5D6 and enemy on rolls of 5+) and a natural Strength of 4. 7 damage on the first roll, 19 on the second. The second Rat Ogre falls dead in a viscous spray of blood!

 

Q: Is every Special Character this good?

A: YES! This the end of the line for both forces, the best have been deployed! Every Special Character in this battle is beyond the level of a normal Lord character. Just remember that not all Special Characters will cause Rat Ogres to spontaniously explode! Neerat is heavy offensively, but is shredded in Close Combat, having no defence but a 5+ Dodge in Close Combat and a 5+ Cloak of Shadows roll for missile/magic that does nothing but redirect the spell into the nearest unfortunate Skaven. With only 33 wounds to call her own, this Assassin Master had best stay to the shadows or be torn to shreds by foot troops!

 

Ambush Phase

Night Runners and Gutter Runner have a rule called Assassination. This replaces their old WHQ Assassinate. It is effectively an automatic Ambush when Attacking, but nothing whatsoever when defending. As they are not allowed to move during an Ambush, they open fire! First with their automatic Throw attack!

3 of the Night Runners aim for the frontmost Stormvermin - three hits, causing a total of 14 wounds. Thinking this is overkill, Neerat decides to roll one die at a time from now on. Moving on to the next Stormvermin. Hit, 2 wounds, hit four wounds, dead. Last Stormvermin in view - Miss, miss, hit one wound (saved), hit four wounds, miss. He survives with one wound. Now for the slings! The first Night Runner targets the Stormvermin and hits with one of the two shots slings are allowed to make, causing two wounds unsaved and killing him. With nothing else to target (yet), the remaining 9 fire on the Rat Ogre. 2 hits in the first volley (-1 to hit because of fear) cause 2 wounds. Second volley! 3 hits (should have been 6, darn fear!) cause 2 wounds. The Rat Ogre is now down to 16 wounds and is now angry.

 

Normal Turn

Neerat goes first, because she has Initiative 10. She moves in and makes her four attacks against the wounded Rat Ogre. Two hits (5 and 6) cause 17 and 26 wounds respectively, obviously killing the Rat Ogre of whom there is nothing left to recover (27 wounds worth of overkill!). Now, for her safety, the Nights Runners will run in. Of course only two of them can make it and they can't leave the room (though they can attack through the door). So they decide not to. The Eshin Sorceror casts Skiterleap on Neerat (6, 5 and 1) and the Neutrals roll their dispel (5 and 1) failing. She is teleported to the rear, where the the units have moved out of the way.

Clan Eshin is winning by nine, so the Neutrals attempt to hold their ground. They roll 9 - 9 (60 wounds + 30 rank bonus + 10 outnumber - 10 neutral rank bonus) = 0. They fail. Now they attempt to flee. They roll 2 + Initiative 5. Clan Eshin rolls 4 + Initiative 5 + 1 for having the strongest leader. The Stormvermin are caught. Clan Eshin earns 1320 Gold. They take one Rat Ogre prisoner and two Stormvermin. They also find a Soul Prism, which goes to the Eshin Sorceror.

 

 

 

Combat 2

Dwarfs (Ungrimm) vs Neutrals: 2 Beasts of Nurgle.

(Due to an issue with playtesting, Ungrimm was not avaliable for this fight. Due to a forgetful moment, the fact that we were supposed to do break tests was forgotten. In all fairness, he got more money and prisoners anyways).

 

Turn 1-1

Shooting starts the turn as 5 Handgunners open fire on the Beast of Nurgle in front of the Veteran! A massive volley chocks an impressive 17 wounds off of the Beast, after it saves every single Daemonic save it had a chance to make! Choosing to attack with Great Weapons only, the Thane waits his turn as the Beasts move to attack. Missing the Thane, the Beast on the left finishes up while the Beast on the right tears through the Veteran, taking 7 of his13 wounds! The Thane slices through the leftmost beast, causing 11 wounds. The Veteran fares quite nicely on the rightmost Beast, but fails to put it down. The Thane and Veteran take their wound from the Slime Trail and the turn ends.

 

Turn 1-2

Shooting again starts the turn as another volley from the Handgunners reduces the rightmost Beast to a chunky blob of pus. The Beast itself flips one of its tentacles at the Thane and takes off two wounds. The Thane swings at the Beast in retaliation but fails to add insult to its injuries, though the Veteran takes a piece out of it after failing his Pinning roll. The Thane and Veteran again take their wound from the Slime Trail and the turn ends.

 

Turn 1-3

A volley from the Thunderers (4 hits) soars into the Beast. While the Daemonic save of the creature catches two of the blasts, the remaining two shave off its remaining wounds and it falls dead. The Dwarfs capture one of the Beasts alive and return it to imprisonment in the Lair. 750 Gold is reaped from the corpses of the Daemons and their territory, as well as a Sword of Resiliance (+1 T) that is given to the Veteran as his one magic item. End Combat.

 

 

 

Combat 3

Archaon's Horde vs Neutrals: 9 Giant Bats and 9 Giant Spiders.

 

RESULTS PENDING

 

 

 

Combat 4

Dogs of War vs Neutrals: 3 Mummies.

 

Turn 1-1

Orus opens combat by attacking a mummy, hitting twice and causing a total of 26 wounds (13 + 13). The Mercenary Captain attacks the other mummy three times, hitting twice causing 10 wounds (5 + 5). The Pikemen, afraid of the mummies, attack 4 times in all (the have Attack in 4 Ranks), hitting once and causing 0 wounds after Toughness. The Duelists (not afraid), the Paymaster (afraid) and his Bodyguard (afraid) stay in the back.

The Mummies now return the attacks. Against the Captain, the mummy hits once causing 7 wounds once the captain fails his 3+ save. Against Orus, the Mummy hits once, causing 7 wounds but they are saved by Orus' ward save.

The Mercenaries win 69 points above the mummies. The rules for Undead state that they cannot flee - they do however wither away as they lose combat. Each mummy takes their fair share of the points their opponents won by - 23 each, all of which become wounds. It takes the Captain's mummy down to 7 wounds. It takes lone Mummy down to 17 wounds. It kills Orus' mummy, leaving 10 wounds to be divided between the other two (taking them to 2 wounds and 12 wounds respectively). The Captain and Orus take 1 and 3 wounds respectively from Tomb Rot. Turn ends.

 

Turn 1-2

Orus begins by trying to Break Pinning to move forward one square. He passes (5+Initiative of 4 ties Opponent's Initiative plus + 6, which is a pass). He then attacks the lone mummy: two hits for 20 wounds (14 + 6), killing the mummy. Again. The Captain hits 3 times, causing 22 wounds on the 2 wound mummy (7 + 6 + 9). RNF Undead cannot be captured, so are not. The Mercs collect 675 Gold off from the area, as well as an Orb of Jinxing.

 

 

 

Combat 5

Dwarfs Force 2 vs Neutrals: 1 Chaos Warrior and 2 Beastmen.

Notes: Refereed by Gotrek Starbreaker and Timberwulf

 

Turn 1-1

Acrid smoke filled the corridor as the dwarf handguns fired at the oncoming beastmen. One of the beastmen fell instantly, with more holes cut through him than a sieve. The crossbows fared worse however, as one of the shots flew wide, and the other simply grazed (1 wound) the shoulder of the remaining beastman. With a roar of pain, the surviving beastman worked himself into a frenzy, and the chaos warrior stepped over the body of his comrade, to strike out at Garagrim Ironfist. The Chaos warrior managed to break past Garagrim's defences, and with a well-placed thrust, managed to take Garagrim through the shoulder (3 wounds). The beastman followed suit, but was unable to even break past the formidable defences of the war-mourner. The smile faded off of the Chaos warrior's lips as he realized that Garagrim had not even flinched, despite his wounds. The Chaos warrior stood back in shock as a cruel grin appeared on Garagrim's face. "My turn." he said to the stunned chaos warrior. The followers of Chaos readied themselves for what they knew would be a fatal charge by the war-mourner and the runesmith.

Garagrim lunges forward with both axes, carving the Chaos Warrior to a bloody pulp while the Runesmith to his side cuts past the corpse of Chaos Warrior and missile-slain Beastman alike to attack the next row of the mutant freaks. (I think, I'm not quite clear on the map yet). Unfortunately, all of his attacks go horribly wild (bunch of silly ones and a two) but the Prospector (I'll assume he's there too) cuts a nasty gash into the next Beastman (5 wounds).

Beastmen have lost combat, so test to break on Unmodified Leadership (as the sole surviving Beastman is Stubborn thanks to being the victim of an Invasion). He rolls an 11 and flees for the safety of the surrounding darkness. Both sides test for pursuit and fleeing (RESULTS PENDING)

 

 

 

Combat 6

Beasts of Chaos vs Neutrals: 1 Dragon Ogre.

 

RESULTS PENDING

 

 

 

Back to Combat Diaries

Back to Main

Hosted by www.Geocities.ws

1