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Joa-Boo rolled 9 6-sided dice: 5, 6, 1, 6, 4, 1, 4, 6, 6 Total: 39 (9-54)

Joa-Boo
Captain

PostPosted: Fri Nov 16, 2012 11:29 am


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Now the travesty that will be my Ungors vs the Tomb Guard and the Tomb King.


First thing is first, do the Ungors fear the enemies. I am within 12in of my lord so I have LD 9 and I am 12in of my BSB so I have a re-roll.


A roll of 7 means they do not fear you. Now to see if they have Primal Fury, Same idea as rolling for fear.


A 10 does not pass but they do get to re-roll.


8 does pass so my Ungors have hatred. They are going to need it.

I will roll for the Ungors combat first but everyone in this fight has an I of 3

Ungors have 11 attacks at WS 3 against the "My will be done" Tomb guard weapon skill of 5. I need 4+ to hit. I get a re-roll for every fail to hit.


6 hits now I have 5 re-rolls.


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.
Joa-Boo rolled 5 6-sided dice: 5, 3, 5, 3, 5 Total: 21 (5-30)
PostPosted: Fri Nov 16, 2012 11:38 am


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo


A roll of 7 means they do not fear you. Now to see if they have Primal Fury, Same idea as rolling for fear.


A 10 does not pass but they do get to re-roll.


8 does pass so my Ungors have hatred. They are going to need it.

I will roll for the Ungors combat first but everyone in this fight has an I of 3

Ungors have 11 attacks at WS 3 against the "My will be done" Tomb guard weapon skill of 5. I need 4+ to hit. I get a re-roll for every fail to hit.


6 hits now I have 5 re-rolls.


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.


Luckiest roll of my life. 5 hits wound. The Tomb Guard only have light armor so they have a 6+ armor save

Joa-Boo
Captain

Joa-Boo rolled 18 6-sided dice: 2, 5, 2, 2, 5, 6, 6, 6, 2, 5, 5, 1, 5, 6, 3, 1, 5, 1 Total: 68 (18-108)

Joa-Boo
Captain

PostPosted: Fri Nov 16, 2012 11:56 am


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo


A roll of 7 means they do not fear you. Now to see if they have Primal Fury, Same idea as rolling for fear.


A 10 does not pass but they do get to re-roll.


8 does pass so my Ungors have hatred. They are going to need it.

I will roll for the Ungors combat first but everyone in this fight has an I of 3

Ungors have 11 attacks at WS 3 against the "My will be done" Tomb guard weapon skill of 5. I need 4+ to hit. I get a re-roll for every fail to hit.


6 hits now I have 5 re-rolls.


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.


Luckiest roll of my life. 5 hits wound. The Tomb Guard only have light armor so they have a 6+ armor save


The unbelievable happens the little Ungors with their spears managed to kill 5 tomb guard.

Now the scary combat turn of the Tomb Guard. Good luck little guys.

18 attacks at WS 5 to WS 3. So they need a 3+ to hit.
Joa-Boo rolled 3 6-sided dice: 5, 6, 5 Total: 16 (3-18)
PostPosted: Fri Nov 16, 2012 12:09 pm


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo


8 does pass so my Ungors have hatred. They are going to need it.

I will roll for the Ungors combat first but everyone in this fight has an I of 3

Ungors have 11 attacks at WS 3 against the "My will be done" Tomb guard weapon skill of 5. I need 4+ to hit. I get a re-roll for every fail to hit.


6 hits now I have 5 re-rolls.


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.


Luckiest roll of my life. 5 hits wound. The Tomb Guard only have light armor so they have a 6+ armor save


The unbelievable happens the little Ungors with their spears managed to kill 5 tomb guard.

Now the scary combat turn of the Tomb Guard. Good luck little guys.

18 attacks at WS 5 to WS 3. So they need a 3+ to hit.


There are 10 hits. The Tomb Prince has a S of 4 against toughness 3. So three hits have to get a 3+ to wound.

Joa-Boo
Captain

Joa-Boo rolled 7 6-sided dice: 4, 6, 1, 3, 6, 3, 1 Total: 24 (7-42)

Joa-Boo
Captain

PostPosted: Fri Nov 16, 2012 12:32 pm


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo


8 does pass so my Ungors have hatred. They are going to need it.

I will roll for the Ungors combat first but everyone in this fight has an I of 3

Ungors have 11 attacks at WS 3 against the "My will be done" Tomb guard weapon skill of 5. I need 4+ to hit. I get a re-roll for every fail to hit.


6 hits now I have 5 re-rolls.


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.


Luckiest roll of my life. 5 hits wound. The Tomb Guard only have light armor so they have a 6+ armor save


The unbelievable happens the little Ungors with their spears managed to kill 5 tomb guard.

Now the scary combat turn of the Tomb Guard. Good luck little guys.

18 attacks at WS 5 to WS 3. So they need a 3+ to hit.


There are 10 hits. The Tomb Prince has a S of 4 against toughness 3. So three hits have to get a 3+ to wound.


He gets three wounds.

Now for the Tomb Guards 7 hits. Every 6 is an automatic kill. With a strength of 6 against toughness 3 they need 2+ to wound.
PostPosted: Fri Nov 16, 2012 12:42 pm


Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo
Joa-Boo


Now there is a total of 9 hits at strength 3 against toughness 4. I need 5+ to wound.


Luckiest roll of my life. 5 hits wound. The Tomb Guard only have light armor so they have a 6+ armor save


The unbelievable happens the little Ungors with their spears managed to kill 5 tomb guard.

Now the scary combat turn of the Tomb Guard. Good luck little guys.

18 attacks at WS 5 to WS 3. So they need a 3+ to hit.


There are 10 hits. The Tomb Prince has a S of 4 against toughness 3. So three hits have to get a 3+ to wound.


He gets three wounds.

Now for the Tomb Guards 7 hits. Every 6 is an automatic kill. With a strength of 6 against toughness 3 they need 2+ to wound.


The tomb guard get another 5 wounds.

All units were so strong the overpowered the Ungors armor.

A total of 8 Ungors fall to combat.

Joa-Boo
Captain


Joa-Boo
Captain

PostPosted: Fri Nov 16, 2012 12:57 pm


Combat Resolution

Ungors ((poor things))
5 for wounds
1 for standard
1 for charge
3 for rank bonus
total 10

Tomb Guard
8 for wounds
1 for standard
3 for rank bonus
total 12

Tomb Guards win combat
Joa-Boo rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)
PostPosted: Fri Nov 16, 2012 1:05 pm


Joa-Boo
Combat Resolution

Ungors ((poor things))
5 for wounds
1 for standard
1 for charge
3 for rank bonus
total 10

Tomb Guard
7 for wounds
1 for standard
3 for rank bonus
total 11

Tomb Guards win combat


Ungors are not stubborn so they get -2 to their LD. They are within 12in of the Beastlord and BSB so they have a leadership of 7 with a re-roll.

I hope they stick around.

Joa-Boo
Captain

Joa-Boo rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)

Joa-Boo
Captain

PostPosted: Fri Nov 16, 2012 1:06 pm


Joa-Boo
Joa-Boo
Combat Resolution

Ungors ((poor things))
5 for wounds
1 for standard
1 for charge
3 for rank bonus
total 10

Tomb Guard
7 for wounds
1 for standard
3 for rank bonus
total 11

Tomb Guards win combat


Ungors are not stubborn so they get -1 to their LD. They are within 12in of the Beastlord and BSB so they have a leadership of 8 with a re-roll.

I hope they stick around.


This could be bad. At least they get a re-roll.
PostPosted: Fri Nov 16, 2012 1:17 pm


Joa-Boo
Joa-Boo
Joa-Boo
Combat Resolution

Ungors ((poor things))
5 for wounds
1 for standard
1 for charge
3 for rank bonus
total 10

Tomb Guard
7 for wounds
1 for standard
3 for rank bonus
total 11

Tomb Guards win combat


Ungors are not stubborn so they get -1 to their LD. They are within 12in of the Beastlord and BSB so they have a leadership of 8 with a re-roll.

I hope they stick around.


This could be bad. At least they get a re-roll.


A roll of 8 means they are sticking around for another fight.

Joa-Boo
Captain

Dugan195 rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)

Dugan195
Crew

PostPosted: Fri Nov 16, 2012 6:06 pm


A roll of 8 means that the Ungors break from combat and flee 2d6 inches away.
Dugan195 rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Fri Nov 16, 2012 6:09 pm


Dugan195
A roll of 8 means that the Ungors break from combat and flee 2d6 inches away.
The Ungor flee 7 inches away from the Tomb Guard

The Tomb Guard pursue 2d6

Dugan195
Crew


Dugan195
Crew

PostPosted: Fri Nov 16, 2012 6:26 pm


Dugan195
Dugan195
A roll of 8 means that the Ungors break from combat and flee 2d6 inches away.
The Ungor flee 7 inches away from the Tomb Guard

The Tomb Guard pursue 2d6

The Tomb Prince sees the Ungor turning to run, how dare they think they can interfere with his will! With a raise of his sword the Tomb Guard march after them cutting down the dogs as they flee for their pathetic lives. As the Tomb Guard marches they see the wretched Beastigors and the enemy general. Unable to stand the sight of the filthy beasts The Tomb Prince, egear for glory, points his sword at them and charges, leave the mangy Ungor to run home telling horror stories of the day they fought the armies of Nehekharan! The Tomb Guard smash into the flank of the Beastigors.
Reply
Warhammer Fantasy

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