Re: Improving Orc's Bane
Posted: December 9th, 2015, 10:23 pm
Did you not see the table? 17% survival rate vs 15% survival rate. An orc will survive an orc's bane attack when a battle would have killed it one in fifty times! And it can be used with a shield, and you can play that it can attack two orcs.Bareheaded Warrior wrote:Agreed, but we play it as "you get to roll 2 extra attack dice against Greenskins" rather than two attacks which makes it as powerful as the battleaxe but you still get to use a shield!it may be two attacks (on an Ork only) for a total of 4 dice, but the target gets to defend against each strike, so it is no where near as powerful as the Battle Ax
A talisman that allows the elf to use a spell set, a random one so it's different to the standard elf and artefacts for the other two, maybe a count black shields as skulls talisman for the barbarian and a count black shields as white shields talisman for the dwarf.Bareheaded Warrior wrote:More importantly for me at the moment is the positioning of the discovery of Orc's Bane in the original quests. My group is due to attempt "The Lair of the Orc Warlord" a week this Saturday but I have just realised after reading the posts above that they won't find Orc's Bane for many more quests (by which time Greenskins will be the least of their opponents). In addition we are playing with no Wizard due to a lack on a fourth player (or fifth which ever way you look at it) and the Elf has rejected spells and is instead carrying a bow. Not a problem, little people can be stubborn, but the spell caster artefacts coming up in Melar's Maze and beyond won't be much use. Any suggestions, perhaps I could I hide Orcs' Bane in an earlier Quest perhaps in the hands of the Gargoyle in Melar's Maze and I can make the recovery of the Talisman the purpose of the quest for a reward but I'll still need a couple of new artefacts...any thoughts?