Lugul's Leeches: An Orc Raiding Squad [ very long post]
It's been a while since I posted anything concerning the Lord of the Rings game. I was rummaging through my file folders today and found this little tidbit. It's not quite finished (I planned on detailing specific tactics for the unit), but I humbly offer it up for the board members' pleasure.
Everyone has used orcs in their chronicles, but if you need a squad to drop in your game without doing up a bunch of stats, here ya go!
Cheers,
Steve
P.S. I'd appreciate any comments. If you find egregious stat mistakes, please let me know!
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LUGUL’S LEECHES: AN ORC RAIDING SQUAD
General Notes
Lugul’s Leeches is an Orc warrior squad consisting of four Uruk-hai and sixteen Orcs. The squad should provide a very tough challenge to a party of five heroes with three advancements per character (roughly fifteen total advancements). If the heroes have less than three advancements each, the Narrator should reduce the advancements for Lugul the Screamer (the squad’s leader), or give him only two Squashers (bodyguards) and reduce the number of Orc Skulkers (scouts) and Squealers (bowmen) to two each. If the heroes have more than three advancements per character, the Narrator should increase the number of Orcs and Uruk bodyguards as appropriate to the party’s combat strength and maybe boost Lugul’s advancements.
Using the Squad in a Chronicle
Lugul’s Leeches can be used in virtually any era of play. No specific history for the squad is given so that the Narrator may drop it into any existing chronicle. The Leeches can be a strike squad from Barad-dûr or Minas Morgul, from Angmar or Orthanc—it really all depends on the Narrator’s needs and his established setting.
Squad Tactics
Lugul’s Leeches is a quick-strike squad of Orcs, specialising in small-scale raids and ambush assaults. The unit is tightly knit and well disciplined (for Orcs anyway), and Lugul is an exceptional tactician. He commands with an iron fist, making sure the Leeches fight as a cohesive unit and not as a marauding rabble of hooligans. There is no squabbling over the pecking order in this unit—plundered goods and food clearly spreads from Lugul to his Squashers to the Skulkers, and then to the remaining Orcs. Despite his ferocity, though, Lugul is unusually generous to his charges, often sacrificing what he can take for himself so that the boys’ morale remains high.
The squad has five distinct sub-groups, and each part plays a critical role. If any one of these groups fails to perform its job in a combat situation, the entire unit falters. The five sub-groups in the squad are as follows:
*Screamer: Lugul, the commander. His deafening roar earned him the nickname Screamer.
*Squashers: The three Squashers are Lugul’s personal guard and elite shock troops. These battle-hardened Uruk-hai warriors obey Lugul without question—efficiently, tirelessly, and mercilessly.
*Skulkers: The four Skulkers are the unit’s scouts. They are deadly archers and expert sneakers.
*Squealers: These four Orcs are the unit’s bowmen.
*Squatters: The grunts of the unit, these eight Orcs do all the dirty work.
Lugul (Screamer), male Uruk-hai Warrior (6)
Attributes: Brg 8 (+1), Nim 8 (+1), Per 8 (+1), Str 10 (+2), Vit 10 (+2), Wit 8 (+1)
Reactions: Sta +3, Swi +2, Wil +1, Wis +1
Combat: Ini +2, Def 11, Arm 7 (Orc chain 6, Tough Skin 1), Hth 12; Siz M
Weapons: Orc longsword (Atk +13, Pry +1, Dam 2d6+7, Siz M), shortbow (Atk +9, Dam 2d6, Rng 5/25/50/100/+25, Siz M)
Skills: Armed Combat: Blades (Longsword) +12, Ranged Combat: Bows (Shortbow) +8, Healing (Treat Wound) +2, Intimidate (Fear) +7, Language: Black Speech +5, Language: Westron +3, Language: Orkish (dialect) +6, Lore: Race (Orcs) +5, Observe (Spot) +7, Run +7, Siegecraft (Unit Leadership) +7, Stealth (Sneak) +3. [Note: -1 penalty to all Nim-based tests (Orc chainmail).]
Racial Abilities: Claws (1 damage), Tough Skin (1 armour).
Order Abilities: Evasion (3d6 Dodge tests), Favoured Weapon (longsword), Swift Strike (+1 action).
Edges/Flaws: Hardy (reduce wound penalties by 2), Night-eyed 2 (reduce darkness penalties by 5), Fealty (Sauron), Hatred (Dwarves, Elves).
Gear: Orc chainmail, Orc longsword, shortbow, arrows (20), rucksack, flask, rations (1 week), scroll case (with map), Orc healer’s kit (+1 to Healing tests).
Notes: Renown 5, Courage 0
Gorgaz, Maubag, Yagrat (3 Squashers), male Uruk-hai Warriors (3)
Attributes: Brg 8 (+1), Nim 8 (+1), Per 8 (+1), Str 10 (+2), Vit 10 (+2), Wit 7
Reactions: Sta +3, Swi +2, Wil +1, Wis +1
Combat: Ini +2, Def 11, Arm 7 (Orc chain 6, Tough Skin 1), Hth 12; Siz M
Weapons: Orc longsword (Atk +9, Pry +1, Dam 2d6+7, Siz M), shortbow (Atk +7, Dam 2d6, Rng 5/25/50/100/+25, Siz M)
Skills: Armed Combat: Blades (Longsword) +8, Ranged Combat: Bows (Shortbow) +6, Intimidate (Fear) +5, Language: Black Speech +4, Language: Westron +2, Language: Orkish (dialect) +5, Lore: Race (Orcs) +4, Observe (Spot) +7, Run +7, Siegecraft (Unit Leadership) +5, Stealth (Sneak) +3, Track (Scent) +1. [Note: -1 penalty to all Nim-based tests (Orc chainmail).]
Racial Abilities: Claws (1 damage), Tough Skin (1 armour).
Order Abilities: Evasion (3d6 Dodge tests)
Edges/Flaws: Night-eyed 2 (reduce darkness penalties by 5), Fealty (Sauron), Hatred (Dwarves, Elves).
Gear: Orc chainmail, small shield, Orc longsword, shortbow, arrows (20), rucksack, flask, rations (1 week).
Notes: Renown 2, Courage 0
Shaglúk, Búrz, Shagûl, Nûzu (4 Skulkers), male Orc Warriors (2)
Attributes: Brg 6, Nim 8 (+1), Per 8 (+1), Str 8 (+1), Vit 8 (+1), Wit 6
Reactions: Sta +1, Swi +2, Wil +0, Wis +1
Combat: Ini +2, Def 11, Arm 3 (Leather 2, Tough Skin 1), Hth 9; Siz M
Weapons: Scimitar (Atk +6, Pry +1, Dam 2d6+4, Siz M), shortbow (Atk +12, Dam 2d6, Rng 5/25/50/100/+25, Siz M)
Skills: Armed Combat: Blades (Scimitar) +4, Ranged Combat: Bows (Shortbow) +7, Intimidate (Fear) +2, Language: Black Speech +4, Language: Westron +2, Language: Orkish (dialect) +5, Lore: Race (Orcs) +4, Observe (Spot) +5, Ride (Wolf) +3, Run +4, Siegecraft (Unit Leadership) +2, Stealth (Sneak) +7, Track (Scent) +4.
Racial Abilities: Claws (1 damage), Curse of Daylight (-4 to tests in sunlight), Tough Skin (1 armour).
Order Abilities: Evasion (3d6 Dodge tests), Favoured Weapon (shortbow).
Edges/Flaws: Accurate (Atk +3 with shortbow), Keen-nosed [+2 to Track (Scent)], Night-eyed 2 (reduce darkness penalties by 5), Craven, Hatred (Dwarves, Elves).
Gear: Leather armour, scimitar, shortbow, arrows (20), rucksack, flask, rations (1 week).
Notes: Renown 0, Courage 0
Gazgash, Lûngash, Yaghúr, Gazlúk (4 Squealers), male Orc Warriors (0)
Attributes: Brg 6, Nim 8 (+1), Per 7, Str 8 (+1), Vit 8 (+1), Wit 5
Reactions: Sta +1, Swi +2, Wil +0, Wis +0
Combat: Ini +2, Def 11, Arm 3 (Leather 2, Tough Skin 1), Hth 9; Siz M
Weapons: Scimitar (Atk +5, Pry +1, Dam 2d6+4, Siz M), shortbow (Atk +7, Dam 2d6, Rng 5/25/50/100/+25, Siz M)
Skills: Armed Combat: Blades (Scimitar) +3, Ranged Combat: Bows (Shortbow) +5, Intimidate (Fear) +2, Language: Black Speech +4, Language: Westron +2, Language: Orkish (dialect) +5, Lore: Race (Orcs) +4, Observe (Spot) +4, Ride (Wolf) +3, Run +4, Siegecraft (Unit Leadership) +2, Stealth (Sneak) +5, Track (Scent) +3.
Racial Abilities: Claws (1 damage), Curse of Daylight (-4 to tests in sunlight), Tough Skin (1 armour).
Order Abilities: Evasion (3d6 Dodge tests)
Edges/Flaws: Keen-nosed [+2 to Track (Scent)], Night-eyed 2 (reduce darkness penalties by 5), Craven, Hatred (Dwarves, Elves).
Gear: Leather armour, small shield, scimitar, shortbow, arrows (20), rucksack, flask, rations (1 week).
Notes: Renown 0, Courage 0
Naglug, Radnag, Zaglûn, Uglag, Shagbug, Muzlur, Lugdush, Gorzag (8 Squatters), male Orc Warriors (0)
Attributes: Brg 6, Nim 7, Per 8 (+1), Str 8 (+1), Vit 8 (+1), Wit 5
Reactions: Sta +2, Swi +1, Wil +0, Wis +1
Combat: Ini +1, Def 10, Arm 3 (Leather 2, Tough Skin 1), Hth 9; Siz M
Weapons: Scimitar (Atk +6, Pry +1, Dam 2d6+4, Siz M), javelin (Atk +4, Pry +1, Dam 2d6+4, Rng 5/10/20/40/+5, Siz M)
Skills: Armed Combat: Blades (Scimitar) +4, Ranged Combat: Spears (Javelin) +2, Intimidate (Fear) +2, Language: Black Speech +4, Language: Westron +2, Language: Orkish (dialect) +5, Lore: Race (Orcs) +4, Observe (Spot) +4, Ride (Wolf) +3, Run +4, Siegecraft (Unit Leadership) +2, Stealth (Sneak) +4, Track (Scent) +3.
Racial Abilities: Claws (1 damage), Curse of Daylight (-4 to tests in sunlight), Tough Skin (1 armour).
Order Abilities: Evasion (3d6 Dodge tests)
Edges/Flaws: Keen-nosed [+2 to Track (Scent)], Night-eyed 2 (reduce darkness penalties by 5), Craven, Hatred (Dwarves, Elves).
Gear: Leather armour, small shield, scimitar, javelin, rucksack, flask, rations (1 week).
Notes: Renown 0, Courage 0
Last edited by Liquidator Queeg; 05-22-2003 at 02:26 PM.
Drunken DM and the Speak with Dead spell: "No, I'm not the limed-over skeleton of the abbot, and no this special key in my boney fingers does not open the door to the secret treasury! ... Oh crap."