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Messages - Green Squad Leader

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16
Alright, so as I said the Ork rules are currently undergoing a fair number of changes, over at the BFG:XR forums, I've adjusted my fleet list to bring it in line with the new changes as quite a few points costs have been changed.  Just to put things into perspective here, with the changes to the faction rules my previous 2000 point list is worth exactly 1690 points!  I gained 310 points!!!!

The main changes which effect the fleet list is that the Clanz upgrades have been fully reworked and that Ork escorts have received an across the board 5 point cost reduction.  Also Basha Lite Kroozers actually have 8 hit points, that isn't a recent change but one I hadn't noticed until now.

Instead of the old concept where clan alignment was purchased by ship (Often costing almost 200 points for the fleet as a whole) you now purchase a clan alignment once for your Bosses.  Each Clan costs 20 points for a boss, snakebites are free (and useless....).  When playing a game you may pay 30 points to call on "clan support" (working term), which makes all ships/squadrons in your fleet which don't have their own clan alignment (ie: another boss) count as having the same clan alignment as that of the Boss with the biggest ship.  Bosses of other clans confer their clan bonus onto their own ship/squadron, essentially they are mercenaries.

As this reduces the cost of aligning your fleet with a clan by a VERY substantial degree the clan abilities themselves have been reworked to be more balanced.  Here's a full list of the changes.

Zzapps:
> Strength increased by +1 for all ships.
> Savages may replace their heavy gunz with zzapp gunz for no extra cost.
> Change power fluctuation rules to: If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.

Escorts:
> Cost of escorts reduced by 5pts.

Mob Rule:
> Free escorts do not count for victory points.
> Change squadron size bonus to: When attempting to go on special orders, an Ork escort squadron may substitute the number of ships in the squadron for its leadership value (Max 8 ).  If it does it may attempt to use special orders even if a special order check has already been failed this turn.

Clanz:

> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
A commander always has authority over his own ship and those of his squadron.
The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value. (I'm using this one mostly)
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.

+++++++++++++

SOOOOOOooooooo...
Here's my updated fleet.  Oddly I wasn't sure how I'm supposed to factor in how I have multiple commanders with campaign renown bonuses, for now I'm treating each of them as having their own renown that is totaled to get my faction's renown.


Big Boss:    Warboss MORR-DAKKA           Ld:    Re-Rolls:    Kustom Upgrades:    Cost:   30
Assigned to:   Da'Krusha                          -   1           Extra Power Field, Goff Clan     
               
Boss:   Bigmek Wizbang Fixa'Killa   Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   30
Assigned to:   Da'Freema                   -   1           Mad Meks, Bad Moons Clan
                 
Nobz:           Slackjaw                          Ld:    Re-Rolls:    Kustom Upgrades:       Cost:   35     
Assigned to:   Da'Karrier                         -   -          Grot Riggas                     

Nobz:           Feezgut                           Ld:    Re-Rolls:    Kustom Upgrades:       Cost:   35     
Assigned to:   Da'Ull Splittas                   -   -          Grot Riggas     
                                 
Type:   Hammer Class Battle Kroozer        Name:    Da'Krusha      Ld: 5      Cost:   255     
Options:   Kustom Force Field +20 pts                   
                                 
                                 
Type:   Kill Kroozer                                Name:    Da'Freema      Ld: 5      Cost:   200
Options:   Port and Starboard Zzap Gunz (+20 pts)                             
               Kustom Force Field +15 pts                           
                                 
                                 
Type:   Kill Kroozer                                   Name:    Da’Smasha      Ld: 6      Cost:   198     
Options:   Kustom Force Field +15 pts                               
               Weirdboy Tower (+10%)
                                 
Type:   Terror Ship                                    Name:    Da’Karrier        LD: 7      Cost:   210     
Options:   Prow Torpedoes (+10 pts)                             
               Kustom Force Field +15 pts                               
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Lil'Freema        Ld: 5      Cost:   140     
Options:   Prow Zzap Gunz  +15 pts                           
               Kustom Force Field +15 pts                               
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Sok'em              LD: 5      Cost:   125     
Options:   Kustom Force Field +15 pts                               
                                 
                                 
Type:   Onslaught Attack Ships   (x5)       Name:    Da Shooty 'gitz   Ld: 5      Cost:   125     
Options:                                 
                                                         
Type:   Ravager Attack Ships (x5)             Name:    Da 'Ull Splittas      LD: 5      Cost:   175     
Options:                             
                                 
Type:   Brute Ramships (x8)                     Name:    Da'Rammas      Ld: 5      Cost:   160     
Options:                                 
                                 
Type:   Savage Gunships (x5)                  Name:    Da’Sluggas      LD: 5      Cost:   150     
Options:   Soopa Boostas
                                 
Type:   Savage Gunships (x5)                  Name:    Da'Bahzurkaz      Ld: 5      Cost:   150     
Options:   Soopa Boostas
               Prow Zzap Gunz                             

Total cost: 2018 points (extra 18 points are from a refit, the rest of the list represents my original core list.

Changelog:
All capital ships now have Kustom Force Fields (shields are now a 1D3, rolled when first hit each turn.)
+1 Onslaugh Attack Ship
+2 Ravager Attack Ships
+3 Brute Ramships
+3 Savage Gunships

I've also adjusted the leadership values of my ships to reflect the fact that everything has died so far save the Bashas and Da'Smasha.

17
MBS BFG Campaign 2 / Re: Butchery at Butera
« on: February 27, 2017, 05:52:28 pm »
Butchery at Butera Pt2

It took 12 minutes for Captain Rubin's caution to be vindicated.

"Mulitple contacts bearing 146 by 37, cogitators are reading half a dozen Savage Class Gunships," shouted Ensign Keller.  Racing from the nearest warp rift a swarm of Ork escort ships burned hard straight at the Furious. The 302nd tried to turn and engage, but they had moved out of position and the brutish ships weathered the damage. The void lit up as they unloaded on the Furious, its shields falling rapidly under the barrage.

As more Ork squadrons appeared on different vectors Captain Rubin felt a cold twist in his gut.  "They aren't going for the Furious, they're going after the freighters!  Order the Swords to break off and move to support them!"  The Daring shuddered violently as bizarre a squadron of Ork scrapships armed with crude lance analogues scored hits on its shields. "Acquire torpedo locks on those scrapheaps, damn it we can't come about with them on our flank."

The voxnet soon filled with a litany of calamity.  Forcing himself to listen Rubin watched as the first group of Ork attack ships fell upon the defenceless oar haulers, overcoming the lone sword frigate still guarding them.

"Guardian of Vrax is down, I repeat Guardian of Vrax is down..."
"This is the Misercord, our voids are failing we can't..."
"Misercord and Entrade are gone!"
"This is the Bassel, we're being boarded!"
The roars of Orks and the screams of the dying soon joined the panicked voices of those they were sworn to protect.

Like a terrified flock of avians spotting a feline the freighters broke formation and scattered. Together their meager weapons MIGHT have been able to hold the Orks at bay, but alone they were being picked off one by one.

"Sir we have firing solutions!"

"Take them down! And what is holding up the 302nd?" Shouted Rubin.  The deck rocked as the Daring launched a full spread of torpedoes, taking out two of the energy weapon gunships.

"Sir the Quicksilver was hit by a swarm of assault boats, dear throne they've reached engineering!"  Rubin looked up to see a miniature star form as the frigate's reactor went critical.  "Where the hell is our fighter cover, where the hell is the Furious!"

"Captain Hoyt has recalled it sir, he's advancing the Furious to engage the next group of contacts." Someone shouted back.  Another formation of attack ships had appeared in the path of the Furious letting loose with a massed torpedo volley, far stonger than ships of such a small size should be capable. While the cogitator couldn't classify them Rubin knew from experience how deadly Ravager attack ships were, and he grudgingly accepted Captain Hoyt's logic.  The with its flights of interceptors the Furious the only ship in the convoy well equipped to take them down.

Rubin was shocked by the effectiveness of the Ork attack plan. The beasts had somehow had the wit to catch them off guard by using one of the most dangerous kinds of celestial anomaly known to man.  At least the stupidity of such a trap was clear as he watched one of the Ravagers drift too close to the warp rift and be torn apart. 

Nearly 10 minutes later the remaining Swords finally completed their turn and reengaged the Savages.  Closing to point blank range to reduce collateral damage to the transports they traded fire with the ugly ork scrapships. The superior discipline of the Imperial Navy started to make the difference and the first wave of Ork ships was slowly taken apart ship by ship.

"Sir CC on the comm!" Called the signal officer as the last "Berserker" gunship was taken apart by the Daring's macrocannons.

"Daring this is the Furious, fine kills.  We'll have the last of these dregs finished off shortly.  You and the 302nd are to form up on the transports and begin recovery operations.  Once the transports have been reorganized we will proceed to..." Captain Hoyt's voice was suddenly cut off with a screech of distortion, only to be replaced by an inhuman voice grunting and growling something pretending to be a language.

"New enemy contact, by the throne its huge!" Cried ensign Keller. "Sir Ork capital ship broadcasting as "Da'Freema" is on an intercept course with the Furious!"  The new contact revealed itself, finally moving past the distorting effects of one of the rifts. It was an enormous amalgamation of scrap metal armor and weapons of every conceivable design. The thing easily had more tonnage than the Furious and the Daring combined.

"Someone cut that noise off," shouted Captain Rubin.  "Broadcast wide spectrum, Furious this is the Daring, if you can hear us break off now and fall back, you can't take that thing on yourselves."

"Sir they don't seem to have received our transition," Lieutanant Mumsdean called out from the tacticarium, "the Furious is moving to engage Da'Freema."

"Contact the Swords and have them form up on us, helm plot a course to assist the Furious"  At maximum magnification he could see the furious launch a full spread of torpedoes and ordnance, a fierce dogfight erupting in the space between it and Da'Freema.

"Sir Lieutenant Chastain reports that it will take his ships nearly 30 minutes to reach us through the debris field of the Misercord"

"Fine, they'll just have to catch up."  He watched as the two flagships started to trade battery fire, their void shields rippling with the enough destrutive force to flatten a city. "Helm take us in."

It took almost 15 minutes for the Daring to close with the Furious.  The Dictator was holding its own, the inferior weapons of the Kroozer unable to overcome its void shields at this range.

The vox distortion began to abate and Captain Hoyt's voice came back online. "Daring move to engage their starboard side, we'll take the port and force them to turn. We have the advantage at this range and our combined broadsides will cripple that heap.  Their shields are already dropping."

"Acknowledged Furious, we'll be in position in," Captain Rubin consulted his Chrono and did a quick calcuation, "6 minutes.  The ships continued to close, and sure enough the Ork Kroozer started a sluggish turn to engage both Imperial cruisers with its flank weapons batteries.

"We may have a problem sir," Ensign Keller called out from the sensorium.

"What sort of problem?" Rubin checked his feed and saw that the Kroozer was losing its power fields quickly, and its return fire at the Furious was so far proving ineffective.

"Sir, I don't believe their shields are going down," Ensign Keller called out.  "I'm picking up massive radiation spikes and heat build up near what seems to be their power plant. Their shields are losing strength but there power output is growing, it makes no sense."

Suddenly it dawned on Captain Rubin why the Kroozer's weapons batteries were ineffective, there didn't seem to be the normal amount of them.

"Helm break off and take evasive action!  ALL HANDS BRACE FOR IMPACT!!!" he shouted.  "Signals get me on vox with the Furious now!"

Grabbing the transmitter as the channel went live he hoped to get a warning across in time. "Furious break off, their preparing to..." But it was too late.

With an eye searing release of light the Kroozer let loose with its primary weapons. Its flanks were studded with ranks of bizarre energy weapons, and their combined volley struck the Furious full on.

Its void shields simply collapsed under the onslaught. Explosions blossomed all up and down its port side and along its dorsal superstructure as the sustained barrage took its toll.

The Daring only narrowly missed the same fate, its last minute turn throwing off the Orkish gunners enough to evade the majority of the lance fire. Even so the ship rocked as their void shields collapsed, and damage reports started flooding in.

"Get me Furious Actual, we need to get behind that thing to take it down!" Captain Rubin ordered as he reviewed the damage.  His ship had only suffered a glancing blow, and the damage was mostly superficial.

“We can’t sir, Furious Actual is… well its gone sir,” the signals officer answered.

“What?  Observation I want the Furious on the main vidscreen now!” his crew rushed to comply, a tech adept readjusted and then ceremonially whacked the vidscreen and the deck went silent.  For a few moments the entire bridge crew froze in horror as they saw the damage to the Furious.  The Dictator was still intact and operational, but its bridge castle was simply gone.  In its place was a perfectly circular hole nearly 70 meters in diameter, its edges glowing red as it vented atmosphere and crew into the frozen void.

18
MBS BFG Campaign 2 / Butchery at Butera
« on: February 27, 2017, 11:21:36 am »
EDITED: I rewrote a fair bit of this to account for some things I hadn't remembered correctly from the match, and I used the actual names of the crew Ruckdog had come up with.  Here's parts one and two, I'll finish the conclusion later.

Butchery at Butera pt 1

Captain Rubin surveyed the bridge of the Light Cruiser 'Daring', taking pride in the well oiled operations of his disciplined crew. While not a prideful man himself Rubin was the rare sort of naval commander who viewed mentoring the next generation of fresh ensigns and lieutenants to be one of his chief duties, and while his occasional untactful critiques of his superiors may have stymied his own career he took pride in the successes of those he trained.

The Daring was sailing as part of the escort of a supply convoy out of Butera. A Dozen heavily laden bulk carriers wallowed under several trillion tons of raw mineral ore.  While it was unusual to transport an entire years tithe in one convoy Admiral Goodenough had ordered the number of convoys be reduced to deter the increased xenos pirate activity within the subsector.  And so the Daring flew with the Dictator Class Cruiser Furious and a squadron of Sword Class frigates.  The mission so far had gone without incident, and after three days travel from Butera they were nearing the system's Mandeville point.

Seeing a small commotion by the sensorium  Rubin decided to use the uneventful mission as a training opportunity.  "Mr Keller, what seems to be the matter?" He asked the ensign overseeing the three monotasked servitors in charge of parsing the data from the Daring's myriad eyes in the void. 

"Its probably nothing Captain," the ensign said, standing smartly to attention, "but we're detecting several small warp rifts within a 6 million kilometer radius of the Mandeville point.  The spacial distortions keep giving the sensors fits, and we keep picking up ghost returns."  Gesturing at the scope, he added, "I took the liberty of inquiring with Mistress Malistlen, and she told me that the rifts 'taste' clean to her."

Rubin suppressed a smile at the thought of the Ensign suffering through a tirade from the Daring's Navigator for several minutes about being bothered with 'unimportant matters' before getting such an answer.

It wasn't really surprising news, each system's Mandeville point was after all the seemingly random spot in space where the veil of reality thinned enough to ease translation into the warp.  The sensor ghosts were probably nothing, but it never hurt to be sure of such things.  He was impressed by the boy's initiative and good sense though to check with that bothersome woman without needing his guidance, and it had saved him the earful.  This one was worth watching.

"Thank you Matteus, keep me apprised" he said before turning to his second in command. "Well you heard the situation, what's your analysis Lieutenant?"

Though bright Lieutenant Mumsdean had been a bit of a slacker in the academy, nearly being tossed out before his father called in a favour.  Sent to Rubin for "additional training" he had shaken down well over the last few months.

"Well the ghosts are probably nothing but without clearer intelligence it would be prudent to treat the Mandeville point as unsecured."

 Deciding to test the young man he asked, "I see, and how would you recommend we proceed then?"

"We could retask the Swords to sweep ahead of the convoy to take a closer look, and it would likely make sense to have the freighters drop speed until we've cleared the area."  Mumsdean replied.  "Total time for a full sweep of the area should not be more than 8 hours standard."

Rubin had already drawn the same conclusion, but wanting to see how well his 2nd would stand by his view he countered, "And what of the delay such a course of action would cause, I don't need to remind you that we are 2 days behind schedule already."

Mumsdean considered this for a moment, visibly searching for the correct way to tell his superior that he was wrong.  "Excellent, the boy's learning" Rubin thought.

"Thats true sir, but is it not better they arrive late rather than never." The Lieutenant finally answered.

"Indeed it is," Rubin replied, pleased that the boy had a spine. "Retask the 302nd and coordinate with the freighters, have them fall back by 500,000 kilometers. Apprise the Furious's officer of the watch, and place the fleet on alert."

His crew began putting his orders into action, reforming the convoy as the smaller frigates advanced to sweep the rifts. 36 minutes later the signal officer called out "Flag Captain Hoyt on the comm for you sir."  With a sense of resignation Rubin went to take the call.  While they shared the same rank Hoyt was the appointed commander of the mission.  It had been too much to hope that the he was actually asleep during Rubin's watch.

"Rubin what have you done with my fleet!" Hoyt sounded furious, and after a brief exchange he dismissed Rubin's concerns out of hand. "No one is stupid enough to hide that close to a warp rift.  We belong on the front, not babysitting some inbred ore haulers, and I will not extend this mission even longer because you can't keep your ship in working order. Resume formation and get us back on the timeline. Hoyt out."

Rubin wanted to tell the man exactly what he thought of his orders, specifically that his starched collar must have cut off circulation to his brain. Instead he relayed the orders to recall the swords and bring the freighters back up to speed.

Coming to his side Lieutenant Mumsdean whispered "Sir the 302nd is only 7 minutes from primary sensor range with the first rift, if we..."

Rubin held up his hand to silence the boy before he said something unfortunate.  "The convoy commander has issued his orders Lieutenant, see they are carried out."  Silently adding,  "And pray that he's right."

19
MBS BFG Campaign 2 / Re: Pickup Game Thread
« on: February 26, 2017, 06:31:03 pm »
I'm on and free if folks want to get in a game.

20
MBS BFG Campaign 2 / Re: Pickup Game Thread
« on: February 24, 2017, 08:33:19 am »
Anybody up for a pickup game over the weekend?

21
MBS BFG Campaign 2 / Re: Game Reporting Thread
« on: February 22, 2017, 09:58:49 am »
Just played a game with LT Dan!

Location: Butera
Type of Game: Battle
Scenario: #10, Fleet Engagement

Attacker: Green Squad Leader
Defender: LT Dan

Winner: LT Dan

Attacker Results: +12 Renown, 1 successful Reinforcements appeals

Defender Results: +7 Renown, 1 unsuccessful Refit appeal

System Control: No change.

22
MBS BFG Campaign 2 / Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« on: February 22, 2017, 12:16:58 am »
After my battle with LT Dan and my raid with Ruckdog my Renown is 11 now.  I lost both scenarios, curiously I actually held the field in the game with LT Dan but he managed to disengage with all his capitals robbing me of points.

Literally all my capital ships have been destroyed except for Da'Smasha, which is currently at 9 hit points, and my two Basha Lite Kroosers.  Same goes for all my escorts, 100 percent losses lol.

I've had 3 rolls for Refits so far, I failed the first 2 and succeeded with the third, all on Da'Smasha.  It now has a Weirdboy Tower, which counts as a Lance with Range 15cm Str 1 FRONT/LEFT/RIGHT.  Nifty, the Ork Refit tables are hilarious.  My favorite one is "Grot Targeters: The Mekboyz have installed display screens which show enemy ships as Grots.  As all Orks practice from a very early age how to hit Grots, all of the firing but Guns and Heavy Guns now benefit from a left column shift on the Gunnery Table."

I'll redo my fleet list with the rules update, the points reductions seriously help.

23
MBS BFG Campaign 2 / Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« on: February 21, 2017, 05:41:54 pm »
The BFG:XR rules for orks are currently being updated, the changes have been posted but the documents haven't been updated themselves quite yet.  Here are the changes, these are actually HUGE changes so I'll need to revise my fleet list a bit.  They work SO MUCH better though, we're finally outgrowing the 2002-2004 shit rules.


+++++++++++++

Zzapps:
> Strength increased by +1 for all ships.
> Savages may replace their heavy gunz with zzapp gunz for no extra cost.
> Change power fluctuation rules to: If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.

Escorts:
> Cost of escorts reduced by 5pts.

Mob Rule:
> Free escorts do not count for victory points.
> Change squadron size bonus to: While an Ork escort squadron has at least five remaining vessels, it may attempt a command check even if one has already been failed this turn.

Clanz:
> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
A commander always has authority over his own ship and those of his squadron.
The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value.
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.

+++++++++++++

24
MBS BFG Campaign 2 / Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« on: February 19, 2017, 06:01:47 pm »
After the first battle I lost all my rammas and onslaughts, I bought back one ramma.

Da'Karrier is now Leadership 8 and the Da'Smasha now has "Extra Switches, buttons, and lots of flashing lights", also known as Overloading the Shield Generators (6+ ignore a hit on its shields.)

25
Public Rolls / Re: Green Squad Leader's Orks
« on: February 19, 2017, 05:49:42 pm »
Da'Smasha refit
Rolled 2d6 : 2, 6, total 8

26
Public Rolls / Re: Green Squad Leader's Orks
« on: February 19, 2017, 05:47:29 pm »
Da'Krusha Experience
Rolled 2d6 : 1, 3, total 4

Da'Smasha Experience
Rolled 2d6 : 1, 4, total 5

Da'Karrier Experience
Rolled 2d6 : 4, 4, total 8

Refit Appeal
Rolled 1d6 : 5, total 5

27
Public Rolls / Green Squad Leader's Orks
« on: February 19, 2017, 05:44:37 pm »
Ork leadership stuff.

28
MBS BFG Campaign 2 / Re: Pickup Game Thread
« on: February 18, 2017, 12:09:29 pm »
Sounds like a plan

29
MBS BFG Campaign 2 / Re: Pickup Game Thread
« on: February 17, 2017, 07:46:33 am »
Give me a time youre available, I'm free after 1200 Easter Stabdard Time.

30
MBS BFG Campaign 2 / Re: Pickup Game Thread
« on: February 16, 2017, 10:44:12 am »
Anyone up for a game this weekend?

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