Sunday, August 21, 2016

Skitl's pitch

"Please wait Foulbreath, hear me out!"

Skitl pleaded, scurrying to keep up with the warboss. He hated having to scurry, but he had little choice in the matter. As the shortest Grot in the clan he was forced to scurry to match pace with anyone else, and Foulbreath was immensely tall, standing a mere inch short of a full four feet.

"Forget it Skitl, the clan is not here to fetch and carry for you. I'm not getting the lads killed just to get you some Aelven flowers."

Foulbreath hadn't been impressed when Skitl, breathless with excitement had come out of a 'shroom trance with the knowledge of the location of four lifebloom in the forests below their mountainous lair. Skitl blamed himself, it was a bit much to expect a Grot renowned for his lethal halitosis to have much truck with the mystical flora of an ancient Goddess from beyond time. He needed to get him on board though, as he was buggered if he was going down there himself. He decided to try psychology.

"What's this, the great Foulbreath, scared of a few trees?"

It did not have the desired effect.

"Yes Skitl, I'm scared of a few trees, and so are you or else you wouldn't be here"

That was true at any rate.

"I don't know much about these flowers but I know the forest folk don't take kindly to our lot just going down and picking what we like. Now I'm not prepared to get introduced to the business end of a dryad no matter how good a trip you're gonna get from this weed."

The taller Grot turned to the diminutive shaman, causing Skitl to trip over the ludicrously tall staff he carried to compensate for his lack of height. Foulbreath reached down and hauled the little fellow up by the scruff.

"Look Skitl, you know me. I've no problem putting Grot lives on the line, as many as you like, but I'm not seeing whats in it for me."

Of course...he'd been coming at this the wrong way. Skitl blamed the mushrooms. The visions they offered him where often useful, and of course the power they granted him was the only reason Grots like Foulbreath bothered to listen to him in the first place, but there was no question that they dulled his wits when it came to negotiating. So what would it take to get a powerful Grot interested?

"Power, Foulbreath."

"I got power, shaman."

"You've got maybe fifty Grots, boss, and a dozen squigs."

The big Grot narrowed his eyes. He leaned menacingly into Skitl's face.

"Fifty more'n you, who'd be happy to stick yer if I asked 'em."

Skitl raised his hand placatingly.

"Course you do boss, course you do! But if I gets me 'ands on these blooms, I can brew us up a potion that'll help you control...the big guy."

Foulbreath raised his eyebrows, stepped away from Skitl, to the little Grots relief.

"The big guy? You mean big Red?"

"Who else? You know he'll drink whatever you give him if it's got alcohol in it, you get me those blooms an I can fix him right up."

Foulblades eyes lit up with greed, and Skitl knew he was on board. If Foulblade could control the recalcitrant Gargant, he could become a real contender in the region. His rivals would flock to his side, and his fifty Grots would soon become several hundred or even more. Of course he neglected to tell Foulblade that dryads would probably be the least of his worries; the vision had shown him that the lifeblooms where in the garden of a powerful Treelord ancient. Very likely Foulblade and most of the clan would be killed, but that was of little concern to Skitl...once he got his hands on the blooms he could get the Gargant under his control, then he'd be the one calling the shots, and the other clans would soon come under his heel. Then there'd be no more scurrying, and no more wheedling with Grots who had more muscles than brains. And I'll get myself a new staff, he thought.

A really big one.

Sunday, July 31, 2016

Moonclan Grot Warband

I've just been reading through the new Generals handbook from GW, which is full of some great new gameplay modes for Age of Sigmar. Of particular interest to me is the "Path to Glory" campaign section which features a number of tables enabling you to take part in a campaign where your warband grows in size and skill from game to game. Naturally enough only the "modern" factions are featured, so I thought I'd develop some tables for some of the omitted factions. Starting with those closest to my heart, the Moonclan Grots.

Moonclan Grot Warband

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.

Champion Table

Champion:Followers
Grot Warboss on Great Cave Squig7 units
Grot Warboss7 units

Retinue Followers

D6Followers
120 Grots
220 Grots
320 Grots
41 Grot Fanatic
55 Grot Squig Herders
65 Grot Squig Hoppers

"Heroic" Followers

D6Followers
1-21 Grot Warboss
3-41 Grot Shaman
5-61 Grot Warboss on Great Cave Squig

Big 'uns & Squiggly beasties

D6Followers
15 Cave Squigs
23 Sourbreath Troggoths
33 Fellwater Troggoths
43 Rockgut Troggoths
51 Aleguzzler Gargant
61 Mangler squigs

Followers Rewards

Only units with the Grot keyword can roll on this table.

D6Reward
1 Bad Moon Blessing: Once per battle, in your hero phase, you can declare that the unit is calling upon the blessing of the bad moon. If you do, the unit becomes shrouded in murky dankness, and also dank murkiness. Thanks to all the murkiness, not to mention the dank, the unit gains the benefits of being in cover until the start of your next turn.
2 Fungus Beer: As reward for its semi-loyal service, the unit has been gifted a life time supply of fungus beer by your champion. Given the typical lifespan of a Grot (or Squig), this offer is perhaps not as generous as it sounds, but it does mean the unit is filled with rather un-Grotly courage for the remainder of its (doubtlessly curtailed) days. This unit never has to take battleshock tests.
3 Tricksy Traps: The unit is adept at the art of laying out spiky pit traps, throat-high wires, spring-loaded stakes and other hilarious ploys to keep the enemy on their toes. Once per battle, in your hero phase, select 1 enemy unit with 3" of this unit. Roll 1 die for each model in this unit that is within 3" of the enemy unit. The enemy suffers 1 Mortal Wound for each roll of 4+.
4 Prodders: The unit has got it's hands on some good-quality, but more importantly very long squig prodders. Increase the range of the units melee weapons by 1".
5 Run for it!: The unit has gotten very good at getting out of harms way. If the unit retreats it may move an extra 1d6". This does not prevent it from shooting any missile weapons it may have, but any such shots are at -1 to hit.
6 Sneaky Gits: Instead of setting up this unit at the start of the battle, you may declare that it has decided to take an underground shortcut the leader heard about from one of his mates. If you do, roll 1 die on the following table in any of your hero phases:
D6Result
1 "I'm sure it was around 'ere somewhere...": The unit is lost underground. They do not arrive this turn. You may roll again on this table in any of your subsequent hero phases.
2 "Surpr - wait, where are we?": Select a table edge at random. Your opponent may set the unit up so that all models from the unit are within 6" of that table edge. This counts as the units move for the turn.
3-5 "Surprise!": Select any table edge. Set the unit up so that all models from the unit are within 6" of that table edge, and more than 9" from enemy models. This counts as the units move for the turn.
6 "SURPRISE!!": - Set the unit up anywhere on the table that is more than 9" from an enemy model. This counts as the units move for the turn.

Champion Rewards

D6Rewards
2 Humiliating Death: Your champion has fallen victim to a lethal trap set by a rival. He is dead, and takes no further part in the campaign. Immediately replace the champion with a new Grot Warboss or Grot Warboss on Great Cave Squig. The new champion has no rewards, but may gain some later in the campaign as normal. In addition, so humiliating was the nature of the old champion's demise, that the tale of it spreads throughout the realms. Lose 1 glory point.
3 Feed 'em to da Squigs: So brutal was your champions reprisals for the last power play by a rival, the warband is almost more afraid of your champion than they are of the enemy. Almost. Units from this champions warband gain +1 Bravery if it has any models within 9" of the champion.
4 'Shrooms: The Champions mushroom patch has been coming on nicely, what with all the blood and offal they've been able to feed it of late. As might be expected of Grot fungiculture, the effects are somewhat unpredictable. Of course your champion is much too kunnin' to test the 'shrooms on himself, that's what followers are for, after all. Once per battle, in your hero phase, you may declare that the champion is distributing some 'Shrooms to a Moonclan unit from your warband within 3" that is not within 3" of an enemy model. If you do, roll 1 die on the following table:
D6 Result
1 "Aaaargh!": The 'shrooms have caused the unit to see something no Grot ought to see. The unit must take an immediate battleshock test.
2 "I fink I'm gonna...": The unit sustains D3 mortal wounds. The lost models are not dead, necescarilly, but they no longer feel like taking part in the battle.
3 "Meh": The 'shrooms have no effect.
4 "leggit": The unit may immediately move up to 1d6". This does not prevent them from moving later in the turn.
5 "I can't feel my...": the unit regains 1d3 wounds, or 1d3 lost models if the unit consists only of models with 1 wound.
6 "That's more like it!": The 'shrooms have a revivifying effect on the grots espirt de corp. If the unit has lost any models so far, you may now restore it to full strength.
5 Madcap: The rare and prized madcap mushroom is an essential ingredient in the potent brew that turns a weedy grot into a deadly fanatic. Your champion has managed to get his hands on a supply, and distributes very small amounts of the mighty mushroom to those troops in need of a little extra "umph". Once per battle, in your hero phase, your champion may order one Moonclan unit from your warband to consume the madcap ration they were given before the battle. If he does so, roll one die on the following table:
D6Result
1-2"I dunno what I done wiv it, boss": the unit has "lost" their piece of madcap. Nothing happens.
3-5"gerrem off me!": The unit really doesn't want to deal with what's attacking them right now. Until the start of your next turn, the unit may reroll any missed hits.
6"AIEEE!!!": The unit gains +1 to the attacks characteristic of all its melee weapons until the start of your next turn.
6 Shamanshroom: Moonclan grot shamans gain much of their insight from their constant contact with various strains of psychadelic mushrooms. Inevitably they overdo it, and their emaciated bodies become riddled with spores and fungal growths. Many promising shamanistic careers come to an end as nothing more than a vaguely grot shaped patch of fungi. Naturally, a grot wouldn't baulk at investigating what their erstwhile colleagues taste like...once per battle, in your hero phase, your champion may declare that he is consuming a piece of shamanshroom. If he does so he may immediately cast the arcane bolt spell, as though he were a wizard.
7 Chuckin' Squigs: Some squigs are too small to ride into battle, but you wouldn't necescarilly want one thrown in your face. Chuckin' Squigs are a missile weapon with the following profile:
Missile WeaponsRangeAttacksTo HitTo WoundRendDamage
Chuckin' Squigs12"14+4+-1
8 Bad Moon Banner: Your champion has come into possession of the dreaded Bad Moon Banner, a gift from the inedible Bad Moon itself, and now carries it proudly into battle. The champion gains the Totem keyword. In addition, the banner is permanently shrouded in dim darkness, and also dark dimness. Thanks to all the dimness, to say nothing of the darkness, the champion, and any unit from your warband with models withing 6" of him, count as being in cover.
9 Kick 'em when they're down!: The champion has become an expert in sticking the boot in. When attacking a model that has already been wounded this turn, the champion gets +1 to hit with all of his weapons.
10 Behind Ya!: Your champion distracts the enemy with a subtle ruse. Sadly, it's the kind of tactic that tends to only work the once. Once per battle, when an enemy unit declares that it is attacking your champion, you may declare that your champion is using this reward. If you do, all of the enemy units hit rolls against the champion are at -1.
11 Right in da 'urty bitz!: Your champion is adept at taking advantage of a foe who's attention is elsewhere. Your champion gains +1 to hit with all of his melee weapons if there is another friendly model within 3" of the target.
12 Blast from da past: One night, possibly after a particularly potent mushroom, your champion is visited in a dream by the legendary Grot hero Skarsnik. Having been weaned on stories of the wily git from long ago, your champion pumps the old boy for tips. Placing an avuncular arm around your champion, Skarsnik shares some of his sneaky wisdom. When he wakes up, your champion has a headache and some ideas for the next scrap. Before battle begins, you may nominate one enemy unit that is not otherwise subject to a special deployment rule and declare that it has been delayed by an engineered rockfall, squig assault, net traps or other such devilment. The unit you pick is not set up with the rest of your opponents army. Instead your opponent may set it up at the start of their first hero phase, so that all models from the unit are within 6" of the table edge and more than 9" from an enemy model. This counts as the units move for that turn.

Friday, July 8, 2016

Review: Warhammer Quest Silver Tower

Games Workshop have been doing some strange and wonderful things of late, and none stranger than their summary execution of the Warhammer game and its associated world. Coming as it did mere months before the release of the popular Total War: Warhammer, it seemed like a bit of an own goal. The follow up game, Age of Sigmar, has generated bewilderment, discussion, anguish and sometimes even fun. But the more things change, the more they stay the same, and I was surprised and delighted by the re-release/reboot of my all-time favourite GW game in Warhammer Quest: Silver Tower.

Now, your humble blogger has invested more hours into Warhammer Quest than any other GW title, whether in actual play time, mini-painting or poring over tea-stained manuals and well thumbed random encounter tables. So naturally, I was keen to see what the Age of Sigmar holds for the dungeon crawling classic. Thankfully, they decided not to call it Age of Sigmar Quest, despite their firm assurances that the old world is gone for good.

The Minis

This is what £95 worth of plastic looks like.
Andy Chambers wrote that if they’d included everything he'd wanted to in the original Warhammer Quest box, it would have cost over a £100. 20 years later, the price point for its successor is a shade under that, coming in at 95 quid. Of course, the pound isn't what it used to be these days, but not even their least charitable detractor could lay the blame for that on GW. So let's have a look at what you get for your money.

First and foremost, it's all about the minis. No doubt the Oldhammer and Middlehammer era minis had their charm, but when it comes to sheer detail and miniature quality, these are the good old days. The minis in this box are some of the best I’ve seen in a lifetime frittered away on peering at tiny things.

The Original monster lineup, from GW's "red & Goblin Green" phase
The original Warhammer Quest came with an assortment of plastic Orcs, Goblins, Skaven, Rats, Bats, Snotlings and Minotaurs. They came from that era of GW history when the Citadel miniature was undergoing a messy divorce from the poisonous lead of its forebears and making its first blundering steps into the media of plastic, resin and “white metal” (which for some reason they felt uncomfortable referring to as "pewter"). Thus while the box came with 6 Orc Warriors, it would be more accurate to say that it contained 6 identical Orc Warriors, as though the caverns of the old world were afflicted by a plague of clones.

Not so the new kid. While there are a few duplicates, the Citadel foundries have well and truly mastered the art of tiny plastic things, and the new box contains a wondrous variety. Gone are the tried and true fantasy trope mooks, the Orcs and Goblins of yore. Gone are the single-part sprues in their static poses. Instead we have a host of intricate multi-part kits with a variety of poses and accoutrements.

Mooks & Monsters

Puts me rather in the mind of that one Spidergremlin from Gremlins 2
Who are you calling a beast, man?
I think we can all agree that these guys are totally Kairic
Unlike its predecessor, the new game is set in a specific locale, the titular Silver Tower, an infinite labyrinth nevertheless firmly bounded within the confines of a mobile magical citadel. The inhabitants therefore have a unified theme that was somewhat lacking in the original, either being minions of the god Tzeentch – an avian deity noted for his patronage of magicians and intricate schemes - or interlopers trapped in or invading his domain. The new adversary line up features, among others:

The Tzaangors, a form of (even more) mutated beastmen, altered to be “more pleasing to Tzeentch”, Tzeentch apparently being pleased by the addition of beaks, feathers and tentacles.

These are the Kairic Acolytes, who are pretty ripped for a bunch of magical students. Sadly the box contains no information about what exactly makes them “Kairic”, and believe me I've looked.

This edition’s nuisance monster is the Grot Scuttling, a kind of spider/goblin hybrid, presumably because goblins and spiders by themselves are just too “Vanilla”.

In amongst all the new faces it’s nice to see something familiar, and no Tzeentchian encounter would be complete without those stalwart footsoldiers of the changer of ways, the Pink Horror. Not only are theses specimens particularly fabulous examples of horrokind, but they are accompanied by a long lost friend – the blue horrors. Back in the old days of Warhammer – and its cousin, Spacewarhammer - a Pink Horror, when killed, would split into two weaker, sulkier, bluer versions. Then one day Games Workshop decided that his was too much fun, and replaced the blue horrors with a simple debuff mechanic. Happily, the blues are back, and as if to make up for their shameful treatment, they now further subdivide into teeny-tiny micro horrors. This happy development is only slightly marred by the fact that they aren’t called yellow horrors, but one mustn’t grumble.

He was a shoe-in for the job, given his sterling work on Pan's Labyrinth
Mino-what now?
Not forgetting that classic Ninja wepaon, the axe-helmet.
Then there are the ”boss” monsters. The minotaur of old is replaced by the Ogroid Thaumaturge, presumably because calling it a minotaur would put it in the public domain. Nevertheless it’s a tantalising name, implying, perhaps that there are other kinds of thaumaturge out there, or hinting at some forthcoming half-human/half-ogre faction. On the other hand he makes a pretty good Oni or Ogre Mage for a D&D game, if you’re into that sort of thing.

Though he’s certainly the biggest monster in the box the Ogroid is not actually the toughest, at least going by their base stats. Surprisingly, that honour falls to the Skaven Deathrunner, the modern day answer to Deathmaster Snikch. Not normally noted for their toughness, this Skaven is a marked exception, with a Vigour (the new Wounds stat) of 13 – appropriate for the famously triskaidekaphiliac race - compared with 9 for the Ogroid. He also has a host of classic ninja tricks, hurling poisoned throwing stars, vanishing in puffs of smoke, and even calling upon an illusory twin.

And then there is the villain of the piece, the Gaunt Summoner. He’s the one who’s brought all the heroes together and is making them dance to his tune in return for pieces of a shattered amulet – a nod, perhaps to the central theme of the classic “Advanced Heroquest” game.

Playable Characters

Don't ask him about the hammers, we'll be here all day
Look how well protected she is!
The Darkoath Chieftain is this editions scantily-clad eye candy.
So Shiny
Not quite sure what's going on with that tentacle
And speaking of heroes let’s have a look at the new line up. Straight out of the box we have five brand new heroes and even – for the first time in the history of GW dungeon-crawling boardgames – a heroine! She’s even fully clothed and wearing functional armour. Not only do we have an actual woman in the lineup, but one of the heroes is also officially non-white. Sadly, this is a big deal, at least in my gaming circles.

Just as the original Warhammer Quest contained rules for an additional hero not actually included in the box itself (the Trollslayer) along with subtle hints that you should go out and buy a mini for him as soon as possible, Silver Tower has rules for a further four heroes (available from a GW store near you) and the full set of Tzeentchian beasties should you wish to give your heroes a bit more of a challenge.

And if you want more, you can unlock rules for additional characaters for 99c a pop (or an equivalent amount of Britcoins) in the Silver Tower app. In fact you can expand the roster by an additional 41 characters. Of course if you want the actual miniatures as well you're going to need to come up with an additional €700 or so, and god knows how much on top of that for paint and glue, but hey, you gotta pay to play. The expanded character list features familiar faces from all corners of the AoS milieu, with Stormcast Eternals and Bloodbound being heavily represented. Strangely absent are the minions of Slaanesh and Nurgle, the only reference to these missing members of the classic foursome being the Chaos Lord’s Mark of Chaos ability, which enables him to shift between various gifts from each of the patron gods from turn to turn. Also missing are any sort of vampires or non-chaos humans, Ogres or Chaos Dwarfs. Perhaps these omissions hint at future expansions, or perhaps GW hasn’t quite decided where these classic factions fit in the new order. But 47 heroes is certainly enough to be going along with, although I for one lament the app based approach – give me a book and a character sheet any day of the week.

The Dungeon

As before, the board is assembled from a random assortment of board sections representing corridors and rooms. Also as before, the dungeon is gradually unveiled by revealing a series exploration card as your characters move from room to room. What’s new is that instead of being somewhat generic squares and rectangles that could represent almost anywhere, we now have 14 completely unique board pieces, each double sided, each representing a completely different environment, from  a yawning precipice on the edge of a stellar void to the interior of some extra dimensional monsters digestive tract. In addition, The cards themselves each have unique challenges and random encounters, and some highly creative mini-games and even interactive narrative fragments. So while my old Warhammer Quest boards saw (and indeed still see) service in games of D&D, these beautiful pieces of card art can only represent the mad interior of the Silver Tower.

Mechanics

Mechanically the game has an interesting and fun approach, very different and far more dynamic than it’s predecessor. As each player takes their turn they roll four dice, and then spend these to perform actions. Each action has a cost, and the player must spend a die showing that cost or better to carry out that action. The more complex or powerful the action, the higher the die cost required to carry it out. Every character can use any of the three basic actions – movement, exploration and recuperation – but each also has several actions unique to that character. These give each character a different feeland playstyle. The Knight Questor, for example, is something of a tank, who can encourage monsters to target him preferentially, and is capable of taking more of a beating than the others, whereas the Mistweaver has a tendency to bruise like a peach but is nevertheless capable of dishing out large quantities of damage from afar.


Choices
"The rules are, there ain't no rules"
In addition there is a pool of “destiny dice” that all the heroes can access to perform extra actions, but how many will be available varies from turn to turn. Canny use of the destiny dice is key to surviving the tower. As the character is wounded they get less dice to spend each turn, creating a nice tension between whether or not to attack or hang back and recuperate. The destiny dice can also bring about unexpected events or summon the Gaunt Summoners mischievous familiars to torment the players.

The box contains two booklets. The first is a guide book - in the Age of Sigmar, there is nothing so crass and restrictive as "rules" - and while it's beautifully illustrated, it can be a little on the vague side. Deliberately so it seems, as the passage on the left explicitly calls out.

The second book contains a series of random encounter tables used to generate groups of adversaries, and random behaviour tables to determine what they do. The monsters behaviour will vary from turn to turn, forcing the heroes to adapt their tactics accordingly. There is also a series of numbered passages that represent unexpected events and interractive narrative fragments, reminsicent of a Fighting Fantasy/Choose your own adventure style of play. this latter feature effectively lets the game act as sort of "virtual GM", and works very well in play.

The Bad

Personally, I'm not a fan of the app based approach – I would much rather buy a pack of cards or something akin to the warrior packs of old than download them on an app, but maybe that’s just the old fogey in me. Still, there’s something about filling in a tea-stained character sheet, noting down all your treasures and encounters, friends and enemies, clues and scribbles that makes a mini “your guy” far more than downloading it from the Play Store. Nothing is less Warhammer than the Play Store. Except possibly the iStore.

Then there is the character roster. Being a huge and obsessive nerd, I made a spreadsheet for all the official characters, listing their stats and powers. You can see it here. Now as vast as that list is, it’s curiously lacking in a certain kind of diversity, namely, where are the ladies? Now as a father, I like to play games with my kids, and the first question my daughter asks when playing a new game is, “who are the girls? Who can I be?” And in this case there are but two in the entire roster, the Mistweaver, and the Sorceress. In fact, there are more non-human characters than there are females, and no human females at all! Both are ranged attack type characters, and both are Elves (Aelves if you insist), but there the similarities end. Now, while I do appreciate the way every character in this game is unique, the Sorceress  features a mechanic that essentially allows her to cut herself to gain additional magical ordinance. And while I’m not saying GW are out to glorify self-harm, I’m here to tell you that it’s not the kind of character I’m comfortable encouraging my daughter to take on. So she and I have homebrewed a few female characters for her to play, some canonical and some not, some of whom may even make an appearance on this blog.

A last, minor quibble is the lack of what might be called “apr├Ęs dungeon”. One of the most fun aspects of Warhammer Quest was that often the heroes troubles were just beginning when they left the dungeon, having then to journey through the howling wilds of the Old World and then make their way around the oftentimes even more dangerous cities, villages and towns thereof. What character progression there is is strangely ephemeral. All the treasures are one shot items, to be used and discarded, and the additional skills your character can gain can vanish into the ether as soon as the quest is finished, making them seem scarcely worth the effort. Partly of course this is is to do with the overall feel of AoS, which can suffer from what might be called an overdose of Epic. It’s hard to picture a Stormcast Eternal, for example, hunkering down for a mug of ale or shopping for rope.

Verdict

But overall, I love this game. The minis are great, components are lavishly illustrated, and the game has a variety of unique, dynamic and interesting mechanics  that make for a very fun experience. The overarching theme of a group of heroes with a specific quest gives the game some much-needed narrative focus lacking from its predecessor, and the vast array of characters available and the random nature of the quests make for a lot of replayability. If you made it this far, Thanks for reading, let me know your thoughts.

Thursday, June 30, 2016

Warhammer Quest: Silver Tower

Recently picked up a copy of this wonderful game, and it's inspired me to take up my hobby blog again - not that it got very far last time. So as of now, I'll be using this blog to document my Silver Tower experience. I'll probably post a more in-depth review down the line, but suffice it to say for now, it's bloody good.

In the meantime I'll post a few ideas I've had to flesh out the playable character roster. Although the game boasts an impressive line up compared with its predecessor, I did feel inspired to come up with a few additions to better fit my own collection. 

And here's my first attempt - Old School Orc Shaman. The old ways die hard, and this cantankerous old git doesn't have any truck with this "Orruk" nonsense the kids are into these days.


I tried to make something a little different from what was already on offer without being two gimmicky or overpowered. Hopefully I can convince my gaming group to let me give him a shot in our next excursion. I would be pleased as punch if any wandering gamer were to try it out in their own games, any feedback greatly welcomed. And if you would like to have a go at making your own, I'll upload the template as soon as I figure out how to attach .PSDs in blogger.