GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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Warhammer Game Notes & Maps

Zarine: the 95 skill on the roll looks fine. Nothing stops a skill from going over 100, especially with modifiers. 1-5 always 'succeeds' and 96-100 always 'fails', though that doesn't stop a win or loss based on SL of course. See pages 150 & 151 if you want more clarification.

Alphonso gives one of the beastmen thrashing toward the Flatbottom a solid thunk to its skull as he helps to push the barge downriver along with Alwin I, Bodobert & Gonzalo.

GM Stuff:
Captain Gotthard Reload 61: 1d100 ⇒ 66
Aldo Melee vs Ungor #4 30 +20 gang up: 1d100 ⇒ 61
Ungor #4 Dodge vs Aldo 35 +10 advantage: 1d100 ⇒ 18

Wolfram Melee vs Ungor #4 30 +20 gang up: 1d100 ⇒ 93
Ungor #4 Dodge vs Wolfram 35 +20 advantage: 1d100 ⇒ 22

Gerlach Melee vs Ungor #4 30 +40 gang up: 1d100 ⇒ 53
Ungor #4 Dodge vs Gerlach 35 +30 advantage: 1d100 ⇒ 81 - that's enough to take it down

Archer Ungor Random Target Table:
1-2 Alphonso
3-4 Axel
5-6 Hans
7-8 Magda
9-10 Zarine
11-12 Captain Gotthard
13-14 Aldo
15-16 Alwin I
17 Alwin II (cover)
18-19 Bodobert
20-21 Gerlach
22-23 Gonzalo
24-25 Wolfram

Ungor Archer #3 target: 1d25 ⇒ 25
Ungor Archer #4 target: 1d25 ⇒ 23

Ungor Archer #3 Ranged vs Wolfram 30: 1d100 ⇒ 17
+2 SL +7 ranged -3 toughness -1 armor = 5 wounds
Ungor Archer #4 Ranged vs Gonzalo 30: 1d100 ⇒ 8
+3 SL +7 ranged -3 toughness = 7 wounds

Beastmen Stealth 35 +3 SL arboreal): 1d100 ⇒ 52
Minotaur Stealth 35: 1d100 ⇒ 4

Per Hofbauer Bleed Death (1-10=dead): 1d100 ⇒ 19
Rocco Bleed Death (1-10=dead): 1d100 ⇒ 35

Hans and Zarine fell two of the remaining beastmen on deck while Captain Gotthard struggles to reload his rifle. "Keep an eye!" he shouts. "There will be more about!"

Aldo, Gerlach and Wolfram all team up to attack the remaining ungor on deck. It manages to fend off all their blows for a time, but Gerlach manages to find a way through its defenses and pushes the beast off-deck.

The remaining archers on shore fire at the boatmen again, hitting Wolfram squarely in the chest and Gonzalo in his left leg. Wolfram takes 5 Wounds and Gerlach takes 7.

The beastman leader howls in fury as the Flatbottom continues to move further out of range and downriver. He leaps from his perch and runs northward into the forest.

As the chaos on deck calms, the Flatbottom drifts around a bend, where the forest provides cover from the archers. Meanwhile several of the crew look uneasily at Axel and their captain...

Remember to apply -10 if you don't have Night Vision.

Challenging (+0) Perception Test with at least +1 SL - Zarine gets +3 SL bonus on this one:
You see some more beastmen on the branches of a tree overlooking the river. It doesn't look like the Flatbottom's course will take it beneath the tree.

Same with Night Vision, this is a second test unrelated to the first.

Challenging (+0) Perception Test with at least +3 SL:
You see a minotaur on the shore, hidden among the forest. It looks like it is getting ready to charge.

You can take about a round's worth of actions. If you can do something about it, we still have two men on deck bleeding to death.

Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: 5
Alwin II: 7 (Jarred Arm crit, Prone, cover)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: down (Stunned I, Bleeding I, Prone, Major Ear Wound)
Wolfram: 1
Per Hofbauer: down (Sliced Ear crit, Prone, Deafened II, Bleeding I)
Captain Gotthard: 0


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Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Alphonso will pull the pole in and grab some cloth an attempt to heal the closest bleeding man from cover.

heal: 1d100 ⇒ 11


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Warhammer Game Notes & Maps

Magda is already working on Per Hofbauer, so we'll say that Alphonso helped out Rocco.


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Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Perception, Night Vision (42): 1d100 ⇒ 8 SL +4

Magda looks up between two medical acts, wiping the sweat from her forehead, and warns everyone

More beastmen, there, in the tree's branches, over the river!

Perception, Night Vision (42): 1d100 ⇒ 15 SL +3

Then she spots something else

And a man with the head of a bull, there, on the shore!

Having done what she could, she tries again to stop Per Hofbaer's bleeding

Heal (50): 1d100 ⇒ 54 Using a Fortune point for +1 CS to stop the bleeding


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

First Check: Perception with night vision (55): 1d100 ⇒ 23 (pass)

Zarine sees the beastmen in the branches of a tree overhanging the river.

If the beastmen also have bows she will advise people to take cover, and watch for an opportunity to snag a bow if they can be knocked down (Hans with bow or Axel with magic?). ... Either way she will take cover until she has a chance to attack.

Second Check: Perception with night vision (55): 1d100 ⇒ 94 (fail)

When Magda points out the minotaur though, she mostly forgets her plan to get a bow because this seemed a bigger threat. She moves up, taking cover closer to where the beast will likely board, so she can be ready to ambush it as soon as it makes a move.

_____

Regarding pulling Axel out of the fire (revelation of his magical ability), Zarine can see magic, and I am assuming that many of her family can as well, and might have magical talent. She therefore doesn't see it as wrong or bad, but she knows that the deluded Sigmarites do, so she can step in, pretend that the whole thing is normal, this is apprentice level stuff and she is escorting him to the college... but if Zarine says that she is taking him to be trained at a Wizard college... I don't know the world lore well enough. Does she have the "political" power to really get him accepted, and also -- Axel, are you willing to be trained, or is your character terrified of it? As far as her having the motivation to do it... she wants the whole group as her vassals / servants, and to expand her influence, so having Axel owe her his life is directly in line with her desires.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Lots of RP questions I HAD hoped to talk about first BEFORE bringing out magic... but would appreciate the apprenticeship etc angle. Also, you're an Elvish noble... not untouchable but seen as exotic and otherworldly in ADDITION to being noble (or representing one ;)

Perception 33: 1d100 ⇒ 36... suuuuure, NOW I roll decently...

Not sure if Percept Fail SL 0 is enough to see beastmen with allies now pointing them out...

Axel can feel the unease of the stares and fear of the crew. How long will it be before they accuse him of drawing the beastmen on them?

He follows Zarine and trusts in her, staying close. She might be the only one to save his skin from drowning or burning from a vengeful crew.

Your will M'lady..., he says loudly enough to be heard, hoping she'll take his lead and champion him as her servant, and hoping beyond hope, that the crew think this is some sort of elvish magic thing.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Get the barge into a better position: 1d100 ⇒ 5

Hans leapt to action with all the celerity of a man whose life was on the line. They needed to avoid the beastmen in the trees and to be far enough away from the Minotaur that it couldn’t board. And they had to be out of arrow range, and to not run aground…


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Keeping her eyes on the minotaur, but knowing that she needed to say something about Axel's revelation, she says, just a touch too loudly for a normal conversation, to ensure that she is heard...

Well done Axel. I understand that you judged the situation to be a dire emergency and sought to rescue me with your talent. However, you can see that we are all still alive, and you are not yet trained, so I must again forbid you to use your talents unless you judge my life to be in danger, which it is not. You have done well so far in being obedient, but take a step out of line, and you understand that I will have to kill you rather than taking you to be trained. It is just too dangerous to leave to chance. However, as long as you stay within the boundaries I have set, you are under my protection.

There, that should do it. Information that should allow consciences to be salved without bloodshed, and a clear warning at the end that if they intended bloodshed, they would first have to go through her. She hoped she was intimidating enough for that last bit to slow them down.


Warhammer Game Notes & Maps

GM Stuff:
Captain Gotthard Perception vs Gors 31 -10: 1d100 ⇒ 28
Captain Gotthard Perception vs Minotaur 31 -10: 1d100 ⇒ 10
Captain Gotthard Ranged (Gunpowder) to reload handgun 61: 1d100 ⇒ 59
Captain Gotthard Ranged (Gunpowder) to reload pistol 61: 1d100 ⇒ 88

Captain Gotthard watches Zarine & Axel's act while giving orders to his crew. He finishes reloading his handgun and starts working on his pistol. "Lady Brightbow, if we make it out of this I'll need to have a talk with you after."

Working with the crew, Hans helps to guide the Flatbottom away from the east shore where the beastmen are lurking. The distance looks too far for a jump, but the ship hasn't passed them by yet.

You can take another round of actions, as the Beastmen are still waiting for something. They don't have bows. No one is bleeding to death anymore.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

As you wish, but let's be certain we make it out of this first.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Can Axel take a shot at the big guy with his sling?


Warhammer Game Notes & Maps

Can he see it? Magda said something was over there, but that doesn't make targeting easier.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
GM Netherpongo wrote:
Can he see it? Magda said something was over there, but that doesn't make targeting easier.

Despite not being able to see a target... and because Magic, for the moment, is off limits, Axel readies his sling...


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Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Magda continues to dress and clean wounds, expecting another attack, looking for the most serious injuries Heal on the most wounded character, PC first or NPC

Heal 50: 1d100 ⇒ 28


Warhammer Game Notes & Maps

GM Stuff:
Gor Random Engagement Table:
1 Alphonso
2 Axel
3 Hans
4 Magda
5 Zarine
6 Captain Gotthard
7 Aldo
8 Alwin I
9 Alwin II
10 Bodobert
11 Gerlach
12 Gonzalo
13 Wolfram

Gor #1 Engagement Targeting: 1d13 ⇒ 8
Gor #2 Engagement Targeting: 1d13 ⇒ 3
Gor #3 Engagement Targeting: 1d13 ⇒ 9
Gor #4 Engagement Targeting: 1d13 ⇒ 8
Gor #5 Engagement Targeting: 1d13 ⇒ 9

Gor #1 Melee vs Alwin I 45: 1d100 ⇒ 66
Alwin I Dodge vs Gor #1 40: 1d100 ⇒ 36 - miss
Gor #1 Oops!: 1d100 ⇒ 49 - (Out of Position -10)

Gor #3 Melee vs Alwin II 45: 1d100 ⇒ 40
Alwin II Dodge vs Gor #3 40: 1d100 ⇒ 34 - miss

Gor #4 Melee vs Alwin I 45 +20 gang up: 1d100 ⇒ 4
Alwin I Dodge vs Gor #4 40: 1d100 ⇒ 31
Location: right arm, +5 SL +7 weapon -3 toughness -1 armor = 8 Wounds. Alwin I goes down.
Critical Hit Location: 1d100 ⇒ 27
Critical Hit Severity: 1d100 - 20 ⇒ (71) - 20 = 51 - Clean Break

Gor #5 Melee vs Alwin II 45 +20 gang up: 1d100 ⇒ 63
Alwin I Dodge vs Gor #5 40: 1d100 ⇒ 31

Gor #2 Melee vs Hans 45: 1d100 ⇒ 59

Magda: The most wounded are Rocco and Per Hofbauer, who are currently down. Whether to get them up and have them exposed to more fighting is an open question. Aside from them, Alwin II is the most wounded but he's already recovered Wounds with Heal this encounter and can't. After that, it's Aldo and Alphonso. You can choose from among those.

The barge prepares for a renewed beastman attack as the barge drifts closer to where the foul beasts lurk.

A great roar echoes from the forests as a minotaur charges out from the shadows, ramming its huge head into the tree where the other beastmen wait in the branches. Slowly, the tree topples over toward the Flatbottom, missing it narrowly but coming close enough for the gors to leap onboard. They have enough of an action to attack this time. No one gets a Surprised Condition.

The gors let out a great roar as they land on deck and attack. Two of them each land on deck near one of the Alwins. The sailors defend themselves well, but Alwin I takes a tremendous blow to his sword arm from one of the gors as it lands. You hear a great crack as he falls. The last gor lands nearby Hans and rushes in to attack him.

The gors only gained 1 advantage from that attack (so far). Gor #4 (the one that took down Alwin I) spent it to enter Hatred.

Allied Advantage Pool: 0
Adversary Advantage Pool: 0

Wounds Taken:
Alphonso: 6
Axel: 4
Hans: 0
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: down (Clean Break (Right Arm))
Alwin II: 7 (been Healed)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Rocco: down (Major Ear Wound, crits not fully resolved)
Wolfram: 1
Per Hofbauer: down (Sliced Ear, crits not fully resolved)
Captain Gotthard: 0

Gor #1: 0 (out of position -10, not engaged)
Gor #2: 0 (engaged with Hans)
Gor #3: 0 (engaged with Alwin II)
Gor #4: 0 (Hatred, not engaged)
Gor #5: 0 (engaged with Alwin II)
Minotaur: 0 (not on deck)


Warhammer Game Notes & Maps

It's very likely we'll end up with a situation soon here where some of the gors that are ganging up on Alwin II get ganged up on. The rules really don't explain well how to count out-numbering in such a situation. For now, let me decide whether gang up is happening in that melee scrum. I'm open to ideas in Discussion. We should probably go with whatever is easiest to figure out though.

Beastmen Defense vs Alphonso:
Gor #1 Melee Defense 45: 1d100 ⇒ 12
Gor #2 Melee Defense 45: 1d100 ⇒ 80
Gor #3 Melee Defense 45: 1d100 ⇒ 40
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 24
Gor #5 Melee Defense 45: 1d100 ⇒ 63

Beastmen Defense vs Axel:
Gor #1 Melee Defense 45: 1d100 ⇒ 97
Gor #2 Melee Defense 45: 1d100 ⇒ 82
Gor #3 Melee Defense 45: 1d100 ⇒ 9
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 32
Gor #5 Melee Defense 45: 1d100 ⇒ 67

Beastmen Defense vs Hans:
Gor #1 Melee Defense 45: 1d100 ⇒ 37
Gor #2 Melee Defense 45: 1d100 ⇒ 7
Gor #3 Melee Defense 45: 1d100 ⇒ 52
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 62
Gor #5 Melee Defense 45: 1d100 ⇒ 9

Beastmen Defense vs Magda:
Gor #1 Melee Defense 45: 1d100 ⇒ 82
Gor #2 Melee Defense 45: 1d100 ⇒ 18
Gor #3 Melee Defense 45: 1d100 ⇒ 89
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 97
Gor #5 Melee Defense 45: 1d100 ⇒ 46

Beastmen Defense vs Zarine:
Gor #1 Melee Defense 45 -10 fast: 1d100 ⇒ 47
Gor #2 Melee Defense 45 -10 fast: 1d100 ⇒ 19
Gor #3 Melee Defense 45 -10 fast: 1d100 ⇒ 56
Gor #4 Melee Defense 45 -10 fast (+1 SL Hatred): 1d100 ⇒ 37
Gor #5 Melee Defense 45 -10 fast: 1d100 ⇒ 29


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Attack WS40: 1d100 ⇒ 76

Hans fumbled with his sword. He had been so absorbed in trying to steer the vessel away that he was all but caught flat footed by the dramatic arrival of more beastmen. Their size, strength and stench was overwhelming. As his sword lashed out, all he could do was wish that he had spent even more coin on armor.


Warhammer Game Notes & Maps

I'm seeing a leg hit for +2 SL, +7 weapon -4 toughness -1 armor = 4 Wounds. Does that look right?

Gor #2 would use the advantage to go into Hatred for +1 SL as well


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Axel steps back as much as he can and sends a lead shot into the foes with his sling...

Ballistic 40: 1d100 ⇒ 50 minus 1 SL at target 1 to 5: 1d5 ⇒ 1 that MIGHT be a satisfying hit.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

My fencing skill didn't suddenly go up during this fight... just got it wrong, so correcting it.

Zarine moves from cover to attack Gor #1

Attack (Fencing 60): 1d100 ⇒ 39

Okay, let's see... that is +3, +1 for precise, and looks like defense is -1 because of the fast adjustment? Nothing for impale... are these ones armored for the undamaging penalty? So, spread of 5 for the combat rolls, then SB +3, +3 weapon damage... 11 wounds again, but if they have armor then the APs are doubled. If that results in actual damage, then damage applies to the right leg.

Edit: Oh, just saw in the list that he is also out of position, but not sure what that means... can I get to him and attack him anyway, and he is just like off kilter or something, or is he somewhere it is hard to get to? Anyway, if that is another -10, then the spread is 6 instead for 12 wounds minus double armor. But if I need to attack someone else, let me know.


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Warhammer Game Notes & Maps

Hans: don't forget to take your action as well!

Axel: the range of a sling is 60 and 1/10th of that range (point blank) is 6. Our positions and distances aren't well defined, but I don't think it's crazy to suggest that you are at point blank range. That gives you a +40 modifier on the roll and you'd get a head hit with +3 SL. As a side note, a ranged attack with -1 SL is just a miss. In theory the gor could have Dodged a ranged attack at Point Blank and turned this into an Opposed test (see page 160) but I don't feel good about his chances and will let it go. So we get +3 SL +6 weapon -4 toughness -1 armor = 4 wounds.

Axel Addendum: this is my fault for not catching it sooner, but Axel can't even use that sling without advances in Ranged (Sling). See page 297 under 'Ranged Weapon Groups'. Which sucks...I know you've been very interested in a ranged weapon. Anyhow, my fault for not catching this so you can use it through this combat and the next chance you get, you can sell the sling & any unused bullets at full price. After playing so much Pathfinder it's SOOO easy to assume that anyone can use a sling. Sling bullets normally have Pummel, but you're using it untrained so it won't have that ability here.

Zarine: The out of position note is because he got an Oops result. It means he has a -10 on his next action, but that wouldn't impact his defense. For Zarine's attack, I'm seeing her at her +3 SL (+4 with precise) and the gor got -1 SL after adjustment for Fast, so total of +5 SL for the damage calculation. +3 Strength +3 weapon = 11 Wounds, so that part looks right. Gors have 4 toughness and one armor on all locations, so he'd resist 6 damage and take 5 wounds.


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Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
GM Netherpongo wrote:

Hans: don't forget to take your action as well!

Axel Addendum: this is my fault for not catching it sooner, but Axel can't even use that sling without advances in Ranged (Sling). See page 297 under 'Ranged Weapon Groups'. Which sucks...I know you've been very interested in a ranged weapon. Anyhow, my fault for not catching this so you can use it through this combat and the next chance you get, you can sell the sling & any unused bullets at full price. After playing so much Pathfinder it's SOOO easy to assume that anyone can use a sling. Sling bullets normally have Pummel, but you're using it untrained so it won't have that ability here.

Im okay with this. Wish I had of caught it earlier, I would have gotten some lesions possibly instead of quarterstaff but am Okay with my choices ;) But have no fear... next time I get a chance? I'll get some training... costs pennies and a few XP. The thing I am Pissed about is I finally get a halfway decent roll and I wasn't casting :D


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Alphonso grabs the pole back up and will use it to try to eject the intruder from the ship back into the water or at least a good wack!

shaaa pouk: 1d100 ⇒ 88


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

I think Hans’ action was attacking? What is his current advantage? If he has another action to take, then it would be another wild and desperate swing of a sword

Attack if he has the action, otherwise use as a defense roll: 1d100 ⇒ 50


Warhammer Game Notes & Maps

Alphonso: I'm guessing you are trying to use a barge pole instead of Alphonso's sword in order to use the cavalry skill instead of melee (basic). I'd probably have to classify that as a pike of some sort (under polearms rather than cavalry) or more likely as just an improvised weapon. Pushing a gor off the barge is also not really something I think we have a mechanic for, so a poke with a barge pole will likely just be a really weak melee attack. Alphonso's best attack is probably just going after a gor with his sword, though you are welcome to consider some other alternatives. If Alphonso does attack a gor, be sure to specify which one you are going after before you look in the combat spoiler above.

You also rolled an 88, which is doubles on a likely failure. That would cause an Oops! Table roll against Alphonso (see page 160). You may want to consider using a Fortune to get out of that.

Hans: I took your earlier roll as a defense against the gor attack on my post above your last one.

I was trying to resolve that in this post. If you made your melee roll without realizing that Hans had been attacked, you can re-evaluate it. I also missed that Hans should be getting shield armor on that attack resolution post, so he'd take one less Wound. As far as advantage goes, we're doing group advantage so Hans himself doesn't have any. Right now the allied pool would have two (+1 from Alphonso sling attack +1 from Zarine's foil hit)


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Lets keep things as they are. The first roll was defense and second offense


Warhammer Game Notes & Maps

Let's move the posts on. I'll have to make some assumptions. If Alphonso wants to spend Fortune to change his result, he still can.

Alphonso lashes out with the long barge pole at one of the gors. The unwieldly weapon swings about in the wind and strikes Captain Gotthard squarely in the chest instead. Summary: Captain Gotthard takes 7 Wounds to the body location.

Oops Resolution:
Alphonso Oops!: 1d100 ⇒ 99 - Strike an ally with +8 SL +1 Weapon +4 Strength -4 toughness -2 armor (undamaging) = 7 Wounds

Random Target: 1d11 ⇒ 5
Hit Location: 1d100 ⇒ 67
Random Allied Target:
1 Axel
2 Hans
3 Magda
4 Zarine
5 Captain Gotthard
6 Aldo
7 Alwin II
8 Bodobert
9 Gerlach
10 Gonzalo
11 Wolfram

Gor Targeted by Alphonso: 1d5 ⇒ 5 - Alphonso's attack with Melee Basic (48) has -4 SL and Gor #5 had -2 SL, resulting in a miss.

For her prior turn, I'll have Magda help out Alphonso. Since she isn't getting Per Hofbauer or Rocco on their feet, we'll also say that some of the sailors helped to move their injured crewmates below deck, removing them from the fight. That leaves us at:

Allied Advantage Pool: 3 - this includes a correction . The allied team won the 'who has more combatants check' at the end of the last Beastman turn.
Adversary Advantage Pool: 0

Wounds Taken:
Alphonso: 0 (been Healed)
Axel: 4
Hans: 4
Magda: 0
Zarine: 0
Aldo: 6
Alwin I: down (Clean Break (Right Arm))
Alwin II: 7 (been Healed)
Bodobert: 0
Gerlach: 0
Gonzalo: 0
Wolfram: 1
Captain Gotthard: 7

Gor #1: 9 (out of position -10, engaged with Zarine)
Gor #2: 0 (Hatred, engaged with Hans)
Gor #3: 0 (engaged with Alwin II)
Gor #4: 0 (Hatred, not engaged)
Gor #5: 0 (engaged with Alphonso & Alwin II)
Minotaur: 0 (not on deck)

Rocco: down (below decks, Major Ear Wound)
Per Hofbauer: down (below decks, Sliced Ear)


Warhammer Game Notes & Maps

GM Stuff:
Captain Gotthard Ranged (Gunpowder) 61 +40 point blank vs Gor #1: 1d100 ⇒ 13 +9 SL +10 weapon -4 toughness -1 armor = 14 Wounds

Sailors moving the Flatbottom: 2d5 ⇒ (2, 5) = 7

Aldo Melee vs Gor #2 30 +20 gang up: 1d100 ⇒ 49
Gor #2 Melee Defense 45 (+1 Hatred): 1d100 ⇒ 19

Gerlach Melee vs Gor #3 30: 1d100 ⇒ 71
Gor #3 Melee Defense 45: 1d100 ⇒ 19

Gonzalo Melee vs Gor #4 30: 1d100 ⇒ 9
Gor #4 Melee Defense 45 (+1 Hatred): 1d100 ⇒ 5

Gor #2 Melee vs Aldo 45 (+1 Hatred): 1d100 ⇒ 78
Aldo Dodge 40: 1d100 ⇒ 76 Left leg hit: +1 SL +7 weapon -3 toughness = 5 Wounds

Gor #3 Melee vs Alwin II 45: 1d100 ⇒ 29
Alwin II Dodge 40: 1d100 ⇒ 72 Right leg hit: +5 SL +7 wepaon -3 toughness = 9 Wounds. Alwin II goes down
Critical Location: 1d100 ⇒ 49
Critical Severity: 1d100 ⇒ 71

Gor #4 Melee vs Gonzalo 45 (+1 Hatred): 1d100 ⇒ 35
Gonzalo Dodge 40: 1d100 ⇒ 48 Body hit: +2 SL +7 weapon -3 toughness -1 armor = 5 Wounds

Gor #5 Melee vs Alphonso 45: 1d100 ⇒ 26

Captain Gotthard fires his handgun at the closest gor at point blank range, skewering the beast in the shoulder and knocking its axe to the side. The gor is carried off the deck, leaving a long trail of blood behind it. "Keep her sailing!" he shouts to his men as some grab barge poles and the remainder try to repel boarders.

Bodobert & Wolfram strive to move the Flatbottom further downriver with the remaining barge poles.

Aldo returns from below decks and jumps to help Hans with the Beastman facing him. The furious gor slaps his boat hook to the side with contempt. Gerlach & Gonzalo jump into battle to support Alwin I & Alwin II, but both fail to harm their foes.

The gor fighting Aldo and Hans strikes out with its axe, catching Aldo with a shallow blow to his left leg. 5 Wounds to Aldo, but the sailor is still up

The other gors continue to fight ferociously. One strikes Alwin II in the leg with a vicious blow, sending the beleaguered sailor to the deck. Another strikes Gonzalo in the chest with its axe, leaving a nasty gash across the man's armor. The gor fighting Gonzalso descends deeper into its battle fury, roaring its victory to the moons. Gor #4 still has Hatred but now also entered Frenzy. See page 190 but the short version is +1 Strength Bonus & an extra attack each round.

The minotaur on shore picks up the trunk of a felled tree and hurls it toward the Flatbottom. The tree spins slowly and horribly in the air as you watch, before impacting heavily with the cabin area. The tree trunk slices through the wooden building and lands among the cargo stacks, scattering some of the heavy boxes.

Improvised Artillery Attack:
Random Target Table:
1 Axel
2 Hans
3 Magda
4 Zarine
5 Captain Gotthard
6 Aldo
7 Alwin II
8 Bodobert
9 Gerlach
10 Gonzalo
11 Wolfram
12 Gor #2
13 Gor #3
14 Gor #4
15 Gor #5
16 Alphonso - oops. Should have been higher.

Target #1: 1d15 ⇒ 7 Alwin II
Target #2: 1d14 ⇒ 10 Wolfram
Target #3: 1d13 ⇒ 1 Axel
Target #4: 1d15 ⇒ 5 Bodobert

Alwin II can't dodge, so he takes a crit
Alwin II Critical Location: 1d100 ⇒ 11
Alwin II Critical Severity: 1d100 ⇒ 73

Bodobert Dodge 40: 1d100 ⇒ 40
Wolfram Dodge 40: 1d100 ⇒ 32

Bodobert & Wolfram both dodge the displaced cargoes, but one of the crates lands on Alwin II's arm. You hear a horrible snap as the sailor cries out in pain.

One crate falls toward Axel. He can make a Challenging (+0) dodge test. Failure results in a hit equal to negative SL +5 weapon damage. This weapon is undamaging, though it doesn't look like that will matter. An Oops! can result from this if he gets doubles on a failure.

Allied Advantage Pool: 6
Adversary Advantage Pool: 0

Condition:
Alphonso: 0 (been Healed)
Axel: 4
Hans: 4
Magda: 0
Zarine: 0
Aldo: 11
Alwin I: down (Clean Break (Right Arm))
Alwin II: down (Crushed Elbow (Left Arm), Pulled Back, been Healed)
Bodobert: 0
Gerlach: 0
Gonzalo: 5
Wolfram: 1
Captain Gotthard: 7

Gor #1: down
Gor #2: 0 (Hatred, engaged with Aldo & Hans)
Gor #3: 0 (engaged Gerlach)
Gor #4: 0 (Hatred, Frenzy, engaged with Gonzalo)
Gor #5: 0 (engaged with Alphonso)

Rocco: down (below decks, Major Ear Wound)
Per Hofbauer: down (below decks, Sliced Ear)
Minotaur: 0 (left behind)


Warhammer Game Notes & Maps

Allied Turn: you start with 6 advantage in the pool. If you have any questions about how to use it, let me know. My post on it is here.

Alphonso: you can still use Fortune (or other things) to try to avert your Oops! from the last round. You are also being attacked by one of the gors (as above) with +2 SL. If this blow hits, Gor #5 will go into Hatred.

Axel: you need to make a Dodge test vs the scattered cargo, as above.

Magda: you can take two turns

It's very likely some of you will be ganging up for your attacks. Since Alwin II went down, it shouldn't be hard to figure out gang up right now.

With the Flatbottom moving downriver still, the Minotaur seems out of range for another tree-toss, even if there was still a convenient tree trunk handy.

Beastmen Defense vs Alphonso:
Gor #2 Melee 45 (+1 SL Hatred): 1d100 ⇒ 60
Gor #3 Melee 45: 1d100 ⇒ 100
Gor #4 Melee 45 (+1 SL Hatred): 1d100 ⇒ 53
Gor #5 Melee 45: 1d100 ⇒ 33

Beastmen Defense vs Axel:
Gor #2 Melee 45 (+1 SL Hatred): 1d100 ⇒ 24
Gor #3 Melee 45: 1d100 ⇒ 90
Gor #4 Melee 45 (+1 SL Hatred): 1d100 ⇒ 23
Gor #5 Melee 45: 1d100 ⇒ 79

Beastmen Defense vs Hans:
Gor #2 Melee 45 (+1 SL Hatred): 1d100 ⇒ 32
Gor #3 Melee 45: 1d100 ⇒ 10
Gor #4 Melee 45 (+1 SL Hatred): 1d100 ⇒ 38
Gor #5 Melee 45: 1d100 ⇒ 35

Beastmen Defense vs Magda:
Gor #2 Melee 45 (+1 SL Hatred): 1d100 ⇒ 76
Gor #3 Melee 45: 1d100 ⇒ 13
Gor #4 Melee 45 (+1 SL Hatred): 1d100 ⇒ 5
Gor #5 Melee 45: 1d100 ⇒ 27

Beastmen Defense vs Zarine:
Gor #2 Melee 45 -10 fast (+1 SL Hatred): 1d100 ⇒ 13
Gor #3 Melee 45 -10 fast: 1d100 ⇒ 30
Gor #4 Melee 45 -10 fast (+1 SL Hatred): 1d100 ⇒ 49
Gor #5 Melee 45 -10 fast: 1d100 ⇒ 33


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

With improvised artillery flying towards them, Hans came to the conclusion that they were all about to die. He didn’t know if he could swim in his armor, but it wouldn’t matter if the Gors got him first. Gripping his sword tightly he kept swinging:

Adv spent on batter if we are using it: 1d100 ⇒ 50

Attack most wounded: 1d100 ⇒ 30


Warhammer Game Notes & Maps

Batter is an action you would do instead of attacking, Hans. I tried to show that with 'special action'. Which would you rather perform? (I guess you could do Batter -> Additional Action -> Attack for 5 Advantage). You do have gang up on Gor #2.

Opposed Strength (Gor #2) if Batter:
Strength to resist Batter 35 (+1 SL Hatred): 1d100 ⇒ 66


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Dodge 40: 1d100 ⇒ 76... yep... no roll under 50 this battle. Joy.... so another 3 or 4 wounds.

Axel yelps in pain as the crate clips him... and feeling like his sling wasn't quite working out, takes up his pole and attacks the nearest ganged up on Gor.

Will use 2 points of advantage.

Polearm/Staff 45: 1d100 ⇒ 61... so that's a SL +0 hit now BEFORE defensive on whatever the ganged up target has. Gor 2?

The dice gods owe me either a devestating crit fail or a run of decent rolls...


Warhammer Game Notes & Maps

Not resolving anything here, but I realized that I missed some arrow hits at the top of this page. It doesn't strictly change anyone's condition, fortunately. Gerlach & Wolfram are more wounded though.

Condition:
Alphonso: 0 (been Healed)
Axel: 4
Hans: 4
Magda: 0
Zarine: 0
Aldo: 11
Alwin I: down (Clean Break (Right Arm))
Alwin II: down (Crushed Elbow (Left Arm), Pulled Back, been Healed)
Bodobert: 0
Gerlach: 7
Gonzalo: 5
Wolfram: 6
Captain Gotthard: 7

Gor #1: down
Gor #2: 0 (Hatred, engaged with Aldo & Hans)
Gor #3: 0 (engaged Gerlach)
Gor #4: 0 (Hatred, Frenzy, engaged with Gonzalo)
Gor #5: 0 (engaged with Alphonso)

Rocco: down (below decks, Major Ear Wound)
Per Hofbauer: down (below decks, Sliced Ear)
Minotaur: 0 (left behind)


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Advantage is there to be used. Batter and extra action! It beats dying…


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Zarine sees that Hans and Axel have Gor #2 in hand, so she moves on to Gor #3, stepping in to help Gerlach.

Attack (Fencing 60) +20 outnumbered = 80: 1d100 ⇒ 61

Hmm. Okay, so for me that is +2, +1 for precise, nothing for impale. Gor #3 also gets a success at +0, but I think I beat him because he is outnumbered, so +3 on my side, and then SB +3, +3 weapon damage for 9 wounds. Gor would resist 6 (4 toughness, 1 armor doubled because of undamaging), so would take 3 wounds total.


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Magda looks around for someone who needs medical cares urgently, and moves toward the wounded

Heal 50: 1d100 ⇒ 70

Probably (W)Aldo, if she can find him


Warhammer Game Notes & Maps

Batter Talk:
Han's strength test would be -2 SL for the Batter attack. The gor is also at -2 SL and they both have 5 for their ones digit on Strength, so we roll off. As below, Hans won the test and knocks the gor prone. I didn't apply gang up to this because I'm not sure if it ought to apply. Since Hans won anyhow, let's move on.

Hans Roll: 1d100 ⇒ 92
Gor #2 Roll: 1d100 ⇒ 86

Text for Batter wrote:
Special Action: To Batter your opponent, perform an Opposed Strength Test with your Opponent (both you and your opponent Test your Strength Attribute). Whoever scores the highest SL wins. If you win the Test, your opponent gains the Prone condition and gains +1 Advantage. If you lose the Opposed Test, your opponent gains +1 Advantage and your Action is over. You do not gain the Advantage from winning an Opposed Test from winning this test.

I'm dubious about a lot of what is going on there. First, it seems wrong for anyone to be gaining Advantage off an action that costs Advantage. Then, it says that the target of Batter gains advantage even if they get knocked prone. For reference, the Trick special action is opposite this, and the attacker gains advantage (offsetting the advantage they spent) if they win the opposed Agility test. If it wasn't for the confusion about the target getting Advantage when they fail I'd just stick with the book text (probably) but in these conditions, for now, I think no one gets advantage from this.

Hans locks his weapon with the gor and strains against the hairy beast as its fetid breath washes over him. With one final surge, he knocks the creature to the deck and stabs it in the face with his sword. The blade draws a line across the beastman's snout.

Short version: Hans wins the opposed Strength test and knocks the gor prone. Allied party advantage is down to 5, then takes an extra action lowering the party advantage pool to 1. Then Hans swings at the now prone gor. Han's Melee skill is 40 +20 gang up +20 prone and he rolled a 30, so that's +5 SL vs the gor's +2 SL. +3 SL +3 Strength +4 Weapon -4 Toughness -1 armor = 5 Wounds and the party advantage pool goes back up to 2.

Heartened by Hans's success, Axel runs in to attack the felled gor with his quarterstaff, striking the downed beastman in the arm as he tried to pin it to the ground.

First, Axel took a hit from the improvised artillery/crate blow. That's +5 damage +3 SL failure -4 toughness = 4 Wounds. Axel has 45 melee +40 gang up +20 prone and used 2 points of advantage for +10 vs a roll of 61 for +5 SL vs the gor's +3 SL. +2 SL +3 strength +4 weapon -4 toughness -1 armor = 4 Wounds, striking the gor in the arm. Group advantage goes down to 0 then up to 1.

Zarine runs in to help Gerlach, stabbing at the beastman he is fighting with her foil. The cut is shallow, but draws blood on its left arm. Zarine's post got the damage right at 3 Wounds. Group advantage of +2.

Magda struggles to find a moment to help out Aldo, but the wounded sailor is moving around too much to give her a chance to help.

Alphonso readies his sword and shield as he fights with the final gor on deck. He lashes out with an expert blow to the gor's face, but the beastman brings its axe up to block just in time.

GM Stuff:
Captain Gotthard reload Ballistic (Gunpowder) 61: 1d1 ⇒ 1

Aldo Melee vs Gor #2 30 +40 gang up +20 prone: 1d100 ⇒ 2
Gor #2 Melee Defense vs Aldo 45 (+1 SL): 1d100 ⇒ 40 Also wins by +9 SL +7 weapon -4 toughness -1 armor = 11 Wounds, more than enough to dispatch the gor.
Gor #2 Critical Location: 1d100 ⇒ 83
Gor #2 Critical Severity: 1d100 ⇒ 13

Gerlach Melee vs Gor #3 30 +20 gang up: 1d100 ⇒ 31
Gor #3 Melee Defense vs Gerlach 45: 1d100 ⇒ 27 - gor wins on the tie

Gonzalo Melee vs Gor #4 30: 1d100 ⇒ 77
Gor #4 Melee Defense vs Gonzalo 45 (+1 SL Hatred): 1d100 ⇒ 41
Gonzalo Oops!: 1d100 ⇒ 95 - we'll consider Zarine, Gerlach & Alphonso to be closest.
Random Target: (1=Alphonso, 2=Zarine, 3=Gerlach: 1d3 ⇒ 3 - Gerlach takes +7 SL +7 weapon -3 toughness -1 armor = 10 Wounds down to -5 for a full crit
Gerlach Hit Location: 1d100 ⇒ 46
Critical Severity: 1d100 ⇒ 13 Gut Blow - Stunned
Gerlach Toughness 40 +40: 1d100 ⇒ 30

Alphonso Melee (Basic) 48: 1d100 ⇒ 22
Gor #5 Melee Defense 45: 1d100 ⇒ 1

Captain Gotthard quickly reloads his handgun & readies to take another shot. Meanwhile Aldo leaps into the fray and stabs down at the gor and sending up a fountain of blood as the beastman ceases to move.

Gerlach attacks the beastman he is fighting but his blow is knocked away. Gonzalo attempts to swing at the frothing gor facing him, but the creature knocks him backward into Gerlach, knocking the other sailor to the ground with a nasty slash through his armor. That was a nasty Oops! result. Gerlach is down with a Gut Blow crit.

Allied Party Advantage Summary:
6 Turn Start
-1 Batter vs Gor #2
-4 Extra attack vs Gor #2
+1 Hans attack hit
-2 Axel Extra Effort
+1 Axel attack hit
+1 Zarine attack hit
+3 Captain Gotthard reload
+1 Aldo attack hit
6 Advantage

Condition:
Alphonso: 0 (been Healed)
Axel: 8
Hans: 4
Magda: 0
Zarine: 0
Aldo: 11
Alwin I: down (Clean Break (Right Arm))
Alwin II: down (Crushed Elbow (Left Arm), Pulled Back, been Healed)
Bodobert: 0
Gerlach: down (Gut Blow)
Gonzalo: 5
Wolfram: 6
Captain Gotthard: 7

Gor #1: down
Gor #2: down
Gor #3: 3 (engaged Gerlach & Zarine)
Gor #4: 0 (Hatred, Frenzy, engaged with Gonzalo)
Gor #5: 0 (engaged with Alphonso)

Rocco: down (below decks, Major Ear Wound)
Per Hofbauer: down (below decks, Sliced Ear)
Minotaur: 0 (left behind)


Warhammer Game Notes & Maps

GM Stuff:
Gor #4 Melee vs Gonzalo 45 (+1 SL Hatred) 40: 1d100 ⇒ 66
Gonzalo Dodge vs Gor #4: 1d100 ⇒ 39
Gor #4 Oops!: 1d100 ⇒ 69 - stumble, losing its next move. It basically can't move to attack even if it takes down Gonzalo.

Gor #4 Frenzy Melee vs Gonzalo 45 (+1 SL Hatred) 40: 1d100 ⇒ 52
Gonzalo Dodge vs Gor #4: 1d100 ⇒ 9

Gonzalo rights himself just in time to fend off a pair of heavy blows from the beastman, as though trying to make up for his earlier blunder. I really thought the beastman would take him apart, but Gonzalo rolled well.

The remaining beastmen attack Alphonso and Zarine. Be sure to resolve attacks against you first!

Gor #3 Melee vs Zarine 45: 1d100 ⇒ 53
Gor #5 Melee vs Alphonso 45: 1d100 ⇒ 95

Gor Defenses vs Alphonso:
Gor #3 Melee Defense 45: 1d100 ⇒ 80
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 19
Gor #3 Melee Defense 45: 1d100 ⇒ 12

Gor Defenses vs Axel:
Gor #3 Melee Defense 45: 1d100 ⇒ 85
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 57
Gor #3 Melee Defense 45: 1d100 ⇒ 14

Gor Defenses vs Hans:
Gor #3 Melee Defense 45: 1d100 ⇒ 68
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 68
Gor #3 Melee Defense 45: 1d100 ⇒ 28

Gor Defenses vs Magda:
Gor #3 Melee Defense 45: 1d100 ⇒ 47
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 68
Gor #3 Melee Defense 45: 1d100 ⇒ 88

Gor Defenses vs Zarine:
Gor #3 Melee Defense 45 -10 fast: 1d100 ⇒ 31
Gor #4 Melee Defense 45 -10 fast (+1 SL Hatred): 1d100 ⇒ 15
Gor #3 Melee Defense 45 -10 fast: 1d100 ⇒ 71

Everyone can act!


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

As Zarine's bodyguard, can Hans spend a fortune point to intercede the blow for her? Or failing that, use his action to intercede? Not sure what kind of action it should be. Or is there a talent that he could build towards that would allow him to do something like this?


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Staff on #3 45: 1d100 ⇒ 53 ... won't use any gang up. Will save that for others.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Axel, outnumbering your opponent should just give you +20 to your number, so you would be rolling against a 65 rather than a 45. Pretty sure it isn't something anyone else can use instead... unless I am totally off, which you know, I am sometimes. :)

Defense: Opposed Melee (fencing, 60): 1d100 ⇒ 65

I think that blocks him, because I fail at -0, but he fails at -1. Does that sound right?

Offense: Opposed Melee (fencing, 60): 1d100 ⇒ 1

So, that is an extraordinary roll, but I guess not a crit because it isn't a double. (Kind of a letdown, I was hoping for something amazing.). However, it is still a good hit. Gerlach is down, so he can't outnumber the opponent with me anymore... unfortunate, but the really low roll still makes it a +6 on the test, opposed by the Gor's +0. +1 bonus for precise, impale doesn't trigger on a one either... dang. Anyway, so that would be +7. Then SB +3, +3 weapon damage for 13 wounds. Gor would resist 6 (4 toughness, 1 armor doubled because of undamaging), so would take 7 wounds total.


Warhammer Game Notes & Maps

Hans: I'm not seeing a talent like that. If one did exist, you'd think it would be in the Guard career. The closest I can think of would be Drilled, but the guarded target would need the talent as well & it doesn't match the flavor you are after. Fortunately, Zarine doesn't seem to need the help this time. The rules don't strictly allow spending Fate or Resilience on someone else's behalf, but I might be inclined to allow it should that come up.

I'm guessing Axel meant he wouldn't use Advantage.

Zarine: yeah, it's an oddity of the system that a 1 isn't all that super-amazing in a combat test.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Ah well, would have been cool. Thanks for looking it up
Hit WS40: 1d100 ⇒ 88

Trying his best to get to Zarine’s side, Hans could only manage a clumsy swipe with his sword.


Warhammer Game Notes & Maps

Even with +40 gang up, that will roll will result in an Oops! table result, Hans. See page 160.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Fortune! Don't want to roll on that table...: 1d100 ⇒ 5


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Correction, I think... since Axel attacked #3 I think I get outnumbered +20, which would be two additional wounds.


Warhammer Game Notes & Maps

Zarine deflects the beastman's heavier weapon with her foil while Axel runs in to attack the creature. Taking advantage of the opening, Zarine stabs the gor in the shoulder and knocks the bleeding creature off the barge. Hans rushes in to help Rocco with the frenzied beastman the sailor is fighting and lands a heavy blow to its right flank.

Magda continues to work to help stanch Aldo's wounds while the fighting continues on deck. Alphonso expertly blocks the clumsy swing of the gor he is fighting before scoring a hit on its shoulder.

Captain Gotthard fires another deafening volley at the gor Alphonso fires, but the shot goes wide as the force of the weapon's recoil throws off his aim. Badly hurt, Aldo stays with Magda as she tries to bind his wounds. Gonzalo takes advantage of Hans's assistance to cut at the gor's right arm, knocking the weapon from its grasp.

Allied Combat Resolution Details:
There are three allies on beastman #3 now, so Axel's skill would be 85 with a +40 gang up bonus. So he gets +3 SL and the beastman got -4 SL. +7 SL +3 strength +4 weapon -4 toughness -1 armor = 9 wounds, leaving the gor with two wounds left. I could do the exact math on Zarine's attack, but it'll be more than enough. And now I need to decide who Hans goes to help.

Hans target: 1d2 + 3 ⇒ (1) + 3 = 4

With the attack result of 5: +7 SL +3 Strength +4 weapon -4 toughness -1 armor = 9 Wounds as well

Magda Heal Aldo 50: 1d100 ⇒ 59

Alphonso Melee Defense vs Gor #5 48 (+1 SL Defensive): 1d100 ⇒ 5
Alphonso Attack vs Gor #5 48: 1d100 ⇒ 15 - Alphonso wins the tie on units die. +0 SL +4 strength +4 weapon -4 toughness -1 armor = 3 Wounds

Captain Gotthard target: 1d2 + 3 ⇒ (2) + 3 = 5

Captain Gotthard Ranged (Blackpowder) 61 vs Gor #5: 1d100 ⇒ 94
Captain Gotthard Oops!: 1d100 ⇒ 62
Gor #5 Cool vs Blackpowder 30 +20 average: 1d100 ⇒ 11

Gonzalo Attack vs Gor #4 30 +20 gang up: 1d100 ⇒ 33
Gor #4 Melee Defense vs Gonzalo 45 (+1 SL Hatred): 1d100 ⇒ 40
Critical Location: 1d100 ⇒ 45
Critical Severity: 1d100 ⇒ 2 +1 SL +7 weapon +1 crit -4 toughness -1 armor = 4 Wounds


Warhammer Game Notes & Maps

GM Stuff:
Gor #4 Melee vs Gonzalo 45 (+1 SL Hatred): 1d100 ⇒ 51
Gonzalo Dodge 40: 1d100 ⇒ 96 +5 SL +7 weapon +1 frenzy -3 toughness -1 arm armor =
Gonzalo Critical Location: 1d100 ⇒ 8
Gonzalo Critical Severity: 1d100 - 20 ⇒ (100) - 20 = 80 Concussive Blow

The gor fighting against Hans & Gonzalo grabs onto Gonzalo's shoulders and smashes its horns into the sailor's face, sending him to the deck. Taking advantage of the opening, it grabs its axe again and attacks Hans. The gor fighting Alphonso recognizes its impending doom and descends howls to the moons as it grows ever more hateful of mankind.

Gor #4 Melee vs Hans 45 (+1 SL Hatred): 1d100 ⇒ 56
Gor #5 Melee vs Alphonso 45 (+1 SL Hatred): 1d100 ⇒ 56
Gonzalo Endurance vs Bleeding 40: 1d100 ⇒ 74

Defense vs Alphonso:
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 1
Gor #5 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 21

Defense vs Axel:
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 99
Gor #5 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 17

Defense vs Hans:
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 64
Gor #5 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 33

Defense vs Magda:
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 94
Gor #5 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 66

Defense vs Zarine:
Gor #4 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 69
Gor #5 Melee Defense 45 (+1 SL Hatred): 1d100 ⇒ 89

Allied Advantage Pool: 12 Advantage
6 Turn Start
+1 Axel attack hit
+1 Hans attack hit
+1 Zarine attack hit
+1 Gonzalo attack hit
+1 End of Round last turn (I forgot)
+1 End of Round this turn

Condition:
Alphonso: 0 (been Healed)
Axel: 8
Hans: 4
Magda: 0
Zarine: 0
Aldo: 11
Alwin I: down (Clean Break (Right Arm))
Alwin II: down (Crushed Elbow (Left Arm), Pulled Back, been Healed)
Bodobert: 0
Gerlach: down (Gut Blow)
Gonzalo: down (Bleeding II, Concussive Blow, Unconscious)
Wolfram: 6
Captain Gotthard: 7

Gor #1: down
Gor #2: down
Gor #3: down
Gor #4: 13 (Hatred, Frenzy, engaged with Gonzalo & Hans)
Gor #5: 3 (engaged with Alphonso)

Rocco: down (below decks, Major Ear Wound)
Per Hofbauer: down (below decks, Sliced Ear)
Minotaur: 0 (left behind)


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Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Defense WS40: 1d100 ⇒ 14
Succeeds

Attack WS40: 1d100 ⇒ 8
SL4 v Sl-1, hitting head. Therefore, SL5+3(str)+4(weapon)-4(toughness)=8 wounds

Time seemed to slow down as the Gor came at him. As if in a dream, he raised his blade and used it to push the Gor's weapon to the side. As he couldn't match the beast in strength, this was the best way to ensure that the foe's weapon didn't break through his guard and smash into him. Knocked off balance by the momentum of it's own swing, Hans brought his blade up, raking it across the side of the Gor's face.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Seeing that Hans and Gonzalo were handling Gor #4, Zarine decided to step in and help Alphonzo with Gor #5.

Attack: (fencing 60 +20 outnumbered = 80): 1d100 ⇒ 2

Hilarious. Let's see. That makes it a +8 on the test, opposed by the Gor with a -5 (with fast), but lessened to a -4 with hatred, so that is a spread of 12. +1 bonus for precise, impale doesn't trigger. Anyway, so that would be +13. Then SB +3, +3 weapon damage for 19 wounds. Gor would resist 6 (4 toughness, 1 armor doubled because of undamaging), so would take 13 wounds total.

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