THE BESIEGED FORCES EQUIPMENT
The Orc and Goblin Army may use Reinforced Gates, Glyphs, Rocks and Cauldrons. Night Goblin Forts may also have Squig Cages and Fanatic Lanchers.
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Glyphs ....... 30 points per wall Orc Shamans may paint strange Glyphs on to walls of their forts to protect them from evil magic. The Glyphs will rebound any spell directed at the fort 2D6" away from the fort. Orc and Goblin Forts Only |
Squig Cages ....... 30 points per cage Squig Cages may be placed two to a wall section. They are placed at the bottem of the wall. Each cage contains one wild squig. At the beging of any Night Goblin turn you may elect to release the squigs. They will immdiantly move 2D6" straight forward out of the cage. Use the rules for wild squigs in the army list. Night Goblins Forts Only |
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Fanatic Lanchers ....... 30 points per launcher Fanatic Launchers spin Fanatics around on the battlements. When they are redy to be released the Night Goblin pulls a lever and the fanatic is sent carring from the battlements, not always into the enemy. Fantic Launchers may be placed one to a wall section. They are placed on the battlements. Each launncher conatins one fanatic. At the beging of any Night Goblin turn you may elect to release the fanatic. They will immdiantly move 2D6" in a ramdom direction even if this takes them into the courtyard or over the battlements. Use the rules for fanatics in the army list. Night Goblin Forts Only |
THE BESIEGING FORCES EQUIPMENT
The Orc and Goblin Army may use Log Rams, Battering Rams, Mantlets and Seige Towers.
Orc forts come in a number of diffrent shapes and forms. The classic Orc forts are primitive and simple in plan and construction, often consisting of little more than a single colossal keep and an adjacent enclosure wall. Both of these are usually rectangular in shape, crudely mocking the sturdy fortifications of the Empire and Bretonnia (and in some cases built on their remains).
It is wooden bulit, crudly placed together to form something vagly looking like a wall. It sometimes contains segmesnt of the orginal castle wall, huge bolders, timbers and spiked stakes. The walls are covered with a mix of dung and mud and Orc Gyphes are painted on by Orc Shamans to protect the fortress from magical attacks. The walls are oftern topped with iron spikes and orc shilds, which provide some defence from attack.
Inside the walls are oftern a number of Orc Huts to house the Boyz. Outside the walls are more of these huts, as well as a boar-pen, campfire, da drops and look out towers.
Night Goblin fortresses are largly under ground but they oftern have gaurdtowers at the entrance to there caves. These will have cages full of enraged squigs placed either side of the gates which can be released when the enemy approch. They can also contain fanatic launchers which propell a spining fanatic from the battlements into the attackers.
If you use a nomadic Goblin force then they will oftern place doom diver in the towers of their forts to bombard the enemy with constant flying goblins. Wolf riders sallyforth to attack enemy warmachines, while the goblin trading caravans are succured injside the forts walls.
Other Orc Forts are usually captured from Dwarfs or Humans. They retain most of the main structure of these forts while patcing up holes with scraps of wood from the outlying areas. These forts are much stronger than the usall Orc Wooden fort but have the strong disadvantage of being un-Orky and after many years the Orcs would have totally re-built it to represent their own ideas about what a desent fort should look like.
...And thus we came to the once great fortress whose name in the ancient times was Karak Drazh. Though four thousand years has passed ince the halls of this stronghold rang with the song of Dwarf hammers and anvils, we still remember it in the sagas and ballads.
Desecrated statues of our ancestor gods laid broken around the gates, cast down by the cruel invaders. The ramparts and battlements of Karak Drazh, once the pride of Dwarf masonary, were now studded with iron spikes and crudely carved leering faces of evil creature.
The stench of offal and corpses lay around the stronghold of the cursed Orc Warlord and the heads of our kinsmen were impaled on spikes, their beards cut off as a final insult. many of my companions shook their fists in anger and swore terrible oaths against the blasphemous greenskins.
Bravely I and my eleven companions marched forward, ready to avenge our brothers in the name of Grimnir and Grungni, the Father of Forges.
Report of Gimnir Halfhand to King Kazador after the failed attempt to recalim Karak Drazh.
Iron Rock home of the Ironclaw tribe, the most powerful of the tribes in the Badlands. The Iron Rock is a core of molten iron vomied from the bowels of the earth during some incalculable ancient upheaval. It lies in the western shadows of Thunder Mountain, and was discovered by the Dwarfs who mined into it creating a labyrinth of tunnels, caverns and partially compleate workings. The Orcs found Iron Peak when they overran the World Edge Mountains, establishing their own domain over all the peaks between Mad Dog Pass and Fire Mountain.
It was later reinforced by the Ironclaw tribe, with huge Irongates and mighty bolt throwers potraying from holes caved out of the side of the mountain. Inside the Mountin are hundreds of gaurdrooms, several shrines to both Gork and Mork, at its peak lies the throne room of whoever in the Warlord of the Ironclaws at that time.