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Sharke's Kin Print E-mail
Monday, 22 September 2008 13:54

The coach thundered through the night. inside, by the light of the swinging oil lamp, the Comte du Pays Leigh reread the intelligence report. As deputy minister in the Imperial Ministry of Truth he had seen many such reports. Most detailed the movement and actions of the Empire's enemies, the hated Orcs and their allies. This report concerned a remarkable enemy officer - recklessly brave, exceptionally ruthless, improbably successful. An unusual combination for an Orc; but then he wasn't a full Orc was he? Fair haired, lavender eyes, straight sharp teeth, the account said. He could not stand to read the part again about the teeth and he set the report aside. He had known the first time he read it where the Lt. Sharke came from. No pure Orc had lavender eyes, only certain lineages among the elven nobility.

A golden tear welled up in the Comte's own lavender eyes and the name of his long dead sister came to his lips, "Elaine".

Background

The famous leader of the Orc Rifles, Lt. Sharke is of mixed Elven and Orcish blood. His proud mother never deigned to speak one word to her vile Orc captors. The Orc soldiers never knew thier slave was Elaine du Pays Leigh, a warrior of the noble house of Pays Leigh.

Now, after many decades, Elaine's oldest brother, The Comte du Pays Leigh has recognized Sharke for what he is - the living embodiment of his family's shame. He has learned through spies that Sharke's Rifles have been sent forward as scouts. Patrolling by day, they bivouac by night in the ruins of a castle. With his hand picked squad, the Comte plans to swoop down under cover of darkness and personally erase the blot on his family's honor.

Setup

The playing area should be set up to resemble a ruined fortification. Anything suitable can be used, from the stockade of a "wild west" playset to walls built from construction blocks like Lego. The outer wall must have at least three gaps and there should be two or more ruined building inside for cover. The Comte attacks under cover of darkness, so all shooting is at -50%.

Orc Forces

The Orcs comprise Lt. Sharke, Sgt. Harpy, and thier troops from theFlintloque boxed set. Two of the troops are on piquet duty, the others are asleep in one of the ruined buildings. During the first turn, the sleeping Orcs are waking up and grabbing thier weapons - they can take no other actions. To achieve victory, Lt. Sharke must survice the battle.

If a larger battle is desired, they can be reinforced by a squad of Orc Redcoat Regular Infantry (2D10 Orcs, Musket and Bayonet, 10% Experienced, 30% Average, 60% Raw), Joccian Highlanders, or Ogre of the KGL (Krautian Giant legion).

Sharke - Riflfe and Sword
Experienced Elite

Harpy - Volley Gun, Rifle, Bayonet
Experienced Elite

4 Rifles - Rifle, Bayonet
- 2 Average Elite
- 2 Raw Elite

Elf Forces

The Comte's chosen Elves are Elite troops attached to the ministry of Truth. There are nine of them. They enter the playing area on turn one from any direction. The troopers will not fire on Sharke or initiate hand-to-hand combat. The Comte's goal is to corner Sharke and kill him in single combat.

If the Comte has reason to expect more Orcs than Sharke's usual band, he can call up a squad of line infantry for back up. (2D10 Elves, Musket and Bayonet, 10% Experienced, 30% Average, 60% Raw).

The Comte - Pistol, Sword
Experinced Elite
Experienced Duelist - +1 in hand-to-hand vs a single opponent.

Lt LaSousse - 2 Pistols, Sword
Experinced Elite

8 Elite Voltiguers - Musket, Bayonet
Average Elite

Webmaster's Notes

This scenario was originally published issue 1 of Mars: Adventures in Miniature magazine.

 

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