Joskus olen ryhtynyt tekemään aivan omaa spessua Gromista, mutta totesin sen turhaksi touhuksi, joten muuttelin Grompan taikaesineineen vähän fluffikkaampaan muotoon. Taikaesineitä tällä Orc Warbossilla on siis drog's armour, 'eadbuttin 'at & best big boss 'at sekä aseena tuttu ja turvallinen great axe. Jotta Grompan ei tarvitsisi hikoilla kahden hatun kanssa
Grom Hardhammer
M WS BS S T W I A Ld
4 6 3 4 5 3 4 4 9
Grom is an Orc Warboss. He can be taken as a Lord choice. Taking Grom counts as taking a Lord. He must be fielded exactly as given here and no extra equipment or magic items can be bought for him. The cost of his magic items is included in his total cost.
Points: 201
Weapons: Grom’s ‘Ard Axe
Armour: The Magical Armour of Jungles & ‘Elmet of Grom
Special Rules
Ignore Goblin Panic
Da General: Grom must be your General, regardless of the Leadership value of any other characters in your army.
Loyals: You must have at least one unit of Orc Big ‘Uns in your army acting as Grom’s Loyals. You can field them like you want. Grom must be deployed in this unit, but can leave it during the battle.
Magic Items
Grom’s ‘Ard Axe
Grom has fought many fights with this huge rusty axe and slain thousands of enemies. The blood of humans, dwarfs and orcs has dried to this cruel weapon.
Grom’s ‘Ard Axe gives him +2 Strength, but because the axe gets older and harder to handle all the time Grom strikes last. Axe gives Grom also one extra attack, which can be only used in challenges. Extra attack must be made before all other blows are struck. Attack is made with the Killing Blow ability and is hit with S4. If the enemy is killed by the extra attack of ‘Ard Axe Grom should still make his remaining attacks to calculate overkill for combat resolution.
The magical armour of jungles
In the war against Savage Orc warboss Urgoth Headhunter Grom found great armour, which has some savage Waaagh! magic-powers. It protects Grom better than any other armour he has wore.
The Magical Armour Of Jungles gives Grom a 1+ Armour save.
‘Elmet of Grom
In every battle Grom wears his shiny helmet with waving red feather.
Helmet gives Grom a 5+ Ward save.
***
Pari erikoissääntöä (general ja loyals) lisäsin ihan tyylin vuoksi sillä tilanne tulee olemaan tuollainen kuitenkin armeijakokoonpanossani.
Nyt kysynkin että mitä mieltä olette ja olisiko tuossa mahdollisuutta muuttaa johonkin vielä hienompaan suuntaan noita taikaesineitä? Onko mitään porsaanreikiä tai virheitä noissa selostuksissa ja säännöissä, jotka ovat minulta jääneet huomaamatta?