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Thread: Lugul's Leeches: An Orc Raiding Squad [ very long post]

  1. #1
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    Lightbulb 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!

    ---------------------------------------------------

    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."

  2. #2
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    Oops, I noticed one mistake I forgot to correct. At the Narrator's option (of course), replace the orcs' Craven flaw with some other appropriate flaw.

    This unit is more combat sturdy, so I don't envision the regular orcs suffering the ill combat effects of Craven.

    Cheers,

    Steve
    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."

  3. #3
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    The only limitation I can see to this group is that the inclusion of Uruk-hai limits them to WotR and later campaigns. OTOH, the GM can just use the same stats and describe the Uruks as particularly big 'n' nasty orcs.

    They're a nasty, smelly, brutish pack. I like 'em.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  4. #4
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    This looks really good to me, but please tell us more about your signature. It is a nice coincidence that I have noticed it now, since I had just discovered a thread on signatures by Polanski in the Star Trek section (don't ask me why it's there, it seems pretty general to me).
    “Worried? I’m scared to death. But I’ll be damned if I’m going to let them change the way I live my life.” - Joseph Sisko - Paradise Lost

  5. #5
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    Originally posted by Sarge
    The only limitation I can see to this group is that the inclusion of Uruk-hai limits them to WotR and later campaigns. OTOH, the GM can just use the same stats and describe the Uruks as particularly big 'n' nasty orcs.

    They're a nasty, smelly, brutish pack. I like 'em.
    Not necessarily. According to Dec's LotR the War of the Ring starts in TA 3019. The Uruk-Hai first appeared in TA 2475 when they over ran Ithilien and took Osgiliath. Unless those dates are incorrect.

  6. #6
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    I thought the Uruk-hai were the result of Saruman's half-orc breeding program, which added man blood to their heritage and made them stronger and more resistant to sunlight.
    Maybe Saruman's experiments were copied from earlier efforts by Sauron to improve the breed. A lot of Saruman's works were lesser imitations of Sauron's, so it fits his character.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  7. #7
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    well bad guys 19.99.... the experience dicey

    good to see your still involved steve.
    the roads goes ever on..... so buy a volvo!

    "don't tell the elf"-Gimili at the Hornburg LOTR TTT

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  8. #8
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    Originally posted by Sarge
    I thought the Uruk-hai were the result of Saruman's half-orc breeding program, which added man blood to their heritage and made them stronger and more resistant to sunlight.
    Maybe Saruman's experiments were copied from earlier efforts by Sauron to improve the breed. A lot of Saruman's works were lesser imitations of Sauron's, so it fits his character.
    I'm pretty sure it also mentions the Uruk Hai being created a some time before the War of the Ring.

  9. #9
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    Originally posted by Sarge
    I thought the Uruk-hai were the result of Saruman's half-orc breeding program, which added man blood to their heritage and made them stronger and more resistant to sunlight.
    Maybe Saruman's experiments were copied from earlier efforts by Sauron to improve the breed. A lot of Saruman's works were lesser imitations of Sauron's, so it fits his character.
    I thought Sauron bred the first Uruk-Hai.

  10. #10
    Originally posted by CorpBoy
    I thought Sauron bred the first Uruk-Hai.
    You are correct. He did breed them first, and used them in TA 2475 at the sack of Osgiliath. Over the next five centuries, they spread to become the backbone of the army of Isengard.

    In the novels, it is hinted that Saruman bred half-Orcs (like , while the movie has it that he bred Uruk-hai.

  11. #11
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    I stand corrected.

    Well, actually, I'm sitting, but don't even think about giving me a hard time. I'm a veteran and today is Memorial Day and if I want to sit, I'm damned well going to sit.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  12. #12
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    Hey folks,

    Thanks for the responses!

    Yes, by strict Tolkien canon, the Uruks should be used in the late Third Age (and beyond?), but as Sarge said earlier, it's simple enough for the Narrator to just use the baddies as "big uns" type orcs in any age. Just file off the serial numbers an there ya' go.

    Ergi asked about my sig. It's from my favourite imported German beer, Warsteiner. My German is pretty weak, but I think it means "the queen among the beers" or something to that effect.

    Cheers, or should I say, Prost!

    Steve
    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."

  13. Thumbs up

    Nice work dude!! Now those brutes would be a fun tango to cross with *big evil grin*. Although, me thinks that the Dwarf would definately need his artillery platforms and spell flingers on that encounter. He's a whirling dirvish of doom, but --- well, bribe him with enough kegs of beer and he'll go in solo (prolly won't walk out, but never stopped him before).

    Very nice work on those *two big thumbs up!!*
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