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Battle against Kraznaks Army

Notes :
1. Anarion is in league with Kraznaks war band. He intends to use the PCs battle as a
diversion for his forces to raid Woodman Town and assault Rosghobel. He hopes battle
will weaken Woodmen forces but also undermine heroes support there.
2. Battle must take place in the open as attacking the lair is suicide. Heroes may roll
BATTLE TN14 to find a suitable place to force battle.
3. Few days prior to battle, it starts to rain and it remains cloudy throughout (this is dark
magic from a Nazghul) Awareness or Insight TN14 to know this, shadow lore trait =
auto-success

Battle chart

1 2 3 4 5 6 7 8 9 10
Trolls Trolls Uruk
charge

Corruption Test TN14


Fatigue Test TN14

Kraznaks forces

500 total: 200 archers, 190 orc soldiers (including specialists), 50 Black Uruks (shock troops), 3
Uruk Capains, 3 Uruk Guards, 10 Hill trolls.

Attribute level 5
Combat skill 3
Parry 6
Endurance
60

Notes:
-Army will retreat if reduced to 0E
-Kraznak will not engage directly and remains outside of arrow range. If his army is
reduced to 10 endurance, he will charge with his guards
If encounter includes a personal battle, use regular combat sequence (battle roll for
advantages) but no opening volleys unless specified in box.

Heroes bringing extra troops for battle encounters


Roll INSPIRE or AWE TN14.
Mods: Army below 50% Endurance +1 level TN, 25% +2 levels TN
Warriors
Archers

Round 1: Capture position! Old ruins that can be defended


Players can capture some ruins on the flank of their army and thus reinforce their defensive
position.
Goal: Defeat 1 raiding party of 20 orc soldiers and 15 archers with 1 orc leader (messenger of)
Reward-consequence: +2 parry to your army for remainder of battle / +2 parry to enemy for
rest of battle

Orc Soldiers (Att:3)


0H = flee, Parry 3+1, WS (bent sword): 2, 4D, 10Edge, Inj 12, Disarm, armor 3D

E
12
H
1

Archers (Att 2)
Denizen of the Dark : Parry 4, WS (bow) 2 +2 4d, 10e, 14inj, poison, armor 2d
E:
8
H:
1

Leader (Att 4)
*Will stay back with archers, 1 athletic roll TN14 to reach or +2TN to hit by arrow after
successful search roll at TN14*
Snake speed: 1h = double parry, Voice: 1h = +1h to all orcs
Parry 4, WS (knife) 3 +4 3d, eye, 14inj, poison, armor 2d
E:
18
H:
5
After round 2 if available from recruitment: Blessing of the Brown Wizard
Radagast the Brown sends help: flock of birds hinder the enemy for 1 round.

*Enemy parry reduced by 1 this round

Round 3 or 4 or if orc army suffers 10+ endurance points: Troll charge!


Players must counter a Troll charge!

Goal: Defeat 4 Hill Trolls

*Players get 3 rounds of arrows before contact is made, if they have archers with them 3 rolls
at 2d+d12*

Reward-consequence: -3 endurance to enemy army / -3 endurance to your army

Hill Trolls (4)


*3 volleys before contact*
Size : 0E & W to kill, Fear: 1h= fear test TN14, Tough: 1h= recover 7end
Att 7, Parry 5+1, WS 3d, Armor 3d +7
E : 84

H:7
Weap Hammer 8D, Eye, 14
Any time after round 2: Weaken leadership!
Players can weaken enemy leadership by defeating 1 Uruk Captain, 3 Guards (orc chiefs) and his troops
(15 archers, 20 soldiers)

Goal: Defeat captain and troops

*Player who wishes to engage captain & his guards in combat must complete 3 consecutive athletics
roll at TN16; failure = must fight an orc

*Relevant traits: Elusive, Adventurous, Swift. Hero may invoke trait ONCE to get check and success or
to reduce the TN of all tests to 14.

*As soon as leader is killed, his troops flee.

Reward-consequence: -2 attribute to enemy army / -2 attribute to your army

Orc Soldiers (Att:3)


0H = flee, Parry 3+1, WS (bent sword): 2, 4D, 10Edge, Inj 12, Disarm, armor 3D

E
12
H
1

Archers (Att 2)
Denizen of the Dark : Parry 4, WS (bow) 2 +2 4d, 10e, 14inj, poison, armor 2d
E:
8
H:
1

Orc bodyguards (6)


Strenght: 1H = +5D, Snake speed: 1H = x2parry, WS Spear 2D+5, 4D, 9, 12, pierce, Arm 3d, Parry 4+3
(great shield)
E: 20
H: 5

Uruk Capt. (Att 5) *Will stay back with guards*


Strenght: 1h = +6d, Voice: 1h = +1h to all orcs
Parry 5+2, WS (Sword) 5 +6, 10, 14inj, poison, armor 2d +6
E:
40
H:
5
Any time after round 5: Decapitate the enemy
Try to kill Kraznak

Goal: Rout his army

*Heroes must be disengaged

*Army must choose Aggressive tactic this round

*Players who wishes to engage Kraznak in combat must complete 4 consecutive athletics roll
at TN16 to get to him. Failure = fight a random enemy (1-3 Orc warrior, 4-5 Messenger of
lugburz, 6: Black Uruk). ESCAPE COMBAT allowed after 1 round to continue trying to
reach leader

*Relevant traits: Elusive, Adventurous, Swift. Hero may invoke trait ONCE to get check and
success or to reduce the TN of all tests to 14.

*If players get to him, they must then defeat his 3 Uruk Guards and himself. He will charge
War Leader if he is present or Dunadain.

* Use Kraznak print out for stats

Reward-consequence: Enemy army loses 60% of remaining endurance Your army loses 5
endurance

Any time Heroes army is weakened, may be repeated twice for battle: Bolster the troops
War leader can blow the horn to restore endurance

Goal: Recovery.

*War Leader must be disengaged

*Army must choose cautions stance this battle round.

*Special: may use this to prevent rout but this forfeits any special action next round.

*Roll Inspire TN14: S: 2E, GS:3E, ES:4E, Fail: -1E

Reward-consequence: army recovers endurance or loses endurance


Round 4 or 5: Defend the charge!
Players must counter the charge of the shock troops.

Goal: Defeat charge of shock brigade: 1 Uruk Captain 25 Uruks, 10 Archers, 1 Hill troll if Orc
army below 50% endurance or if heroes army below 50%.

*Roll Battle (each hero) TN14: S: 1 volley, GS: 2 volleys, ES: 3 volleys, if heroes have archers
with them, roll 3 more times at 2d+d12.

*Target captain is prepare shot (takes 1 volley and +2 to TN)

Reward-consequence: + 1 attribute to your army for remainder of battle / -2 attribute to enemy


for rest of battle

Uruk Capt. (Att 6) *Will stay back with guards*


Strenght: 1h = +6d, Voice: 1h = +1h to all orcs
Parry 5+2, WS (Sword) 3d+6, 5D 10, 14inj, poison, armor 2d +6
E:
40
H:
5

Uruk (5)
Strenght: 1h = +5d
Parry 5+2, WS (Sword) 2d+5, 5D 10, 14inj, poison, armor 2d +5
E:
20

H:
4

Hill Troll (7att)


Size : 0E & W to kill, Fear: 1h= fear test TN14, Tough: 1h= recover 7end
Att 7, Parry 5+1, WS 3d, Armor 3d +7
E : 84

H:7
Weap Hammer 8D, Eye, 14

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