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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Gnishank, Orc Warrior (Stubeard)


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Gnishank
Orc Warrior

Played by Stubeard
Battle Level 1 (Warrior)

Biography: not much known about this chap, except he came from somewhere under the Misty Mountains, and has been slaying elfs for many, many years.

NOTE:

Wounds 13
Movement 4 (more to come in the future?)
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3 (4)
Initative 4
Attacks 1
Damage Dice 1D6
Escape Pinning 4+
Gold 0
Experience 0

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DEFAULT WEAPON: Sword (in melee)/ bow (in ranged)


Skills


Evade 6+ - Only works in melee combat. If successful, the orc steps aside avoiding the blow that would have hit him. In order to use this skill, he must have an empty adjacent square to step into. Also, this might take the orc out of range from some other opponents. Yes, he may use this skill as many times as he is attacked in melee during the turn, even if it means that he steps back and forth between two spaces on the board.



Equipment:

Mordor Rations (2x) - These work much like provisions in the normal game except that there is a chance they have spoiled before being consumed. Roll 1D6 for each time a Mordor Ration is to be consumed. On 1 or 2, it is spoiled and does no good; on 3-4 it restores 1 Wound; and, on 5-6 it restores 2 Wounds. Because of this built-in spoilage factor, these rations may be carried until used.


Weapons

Sword does normal damage = DD + 3 (current warrior strength)

Bow Strength 3, damage = DD + 3 (strength of bow)

Bundle of Arrows (1x) - good for one adventure (probably for one full chapter in which fighting enemies occurs).

Poisoned Arrows (7x) -- limited supply. These can inflict additional poison damage to the target. After working out normal damage, if any actual wounds are caused to the target, then roll another 1D3 for poison damage -- not modified for anything. Also, the target suffers the effects of the poison special rule (-1 Strength permanently).


Armour:

Hardened Leather Helm - +1 T, but roll 1D6 at the end of each adventure. On a roll of 1 or 2 the helm has cracked and is of no further use for protection.


Treasures:




CANNOT USE:



Notes:


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Last edited by OldWarrior, 20/Apr/2008, 6:10 pm


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