Down to the Weirdboy...
This is a complex game, and while any new players are totally allowed to drop in at any point, we ask that you read the rules before deciding to play.
Game ends when a player picks up the Steem:
- 2 Steem to the player that collects the Steem icon.
- 2 Steem to the player with the most kills at the end of the game.
Yeah right you ork boyz!
You killed dem all.
Just bonk dat weirdboy on 'is explodey 'ead...
... and grab dat STEEM!
Last turn
Holy Smokes! @justatouchfey killed a powered klaw Ork in close combat... those things can rip tanks apart but she just blasted him to pieces with her combat knife. Amazing! The weirdboy got scared with all the frag grenades exploding around him and has retreated to the safety of his STEEM room (get it?). Any.... who, surely we're only a turn or two away from finishing off this bad boy.
Quick Summary of rules relevant to this turn:
- Players can move 5 squares in a turn.
- Players can not occupy the same square as an enemy or another player.
- Players can also choose to shoot or charge into hand to hand combat. A charging player moves 6 squares and gets a +1 to wound.
- Players that charge an enemy already in hand to hand combat get a +1 to their roll for being an Additional Combatant.
- Players can flee from close combat, but must roll a 4+. On a roll of 1, 2 or 3 they suffer a wound to represent being hit when their back was turned.
- Players can find weapons or armour and pick them up by moving onto that square. Players can choose to pick up the new weapon or keep their current weapon.
- Players will always keep their knife.
- Players must stop on that square to pick up the new weapon... but can use it immediately.
- Enemies have 1 wound.
- Enemies will only move towards Players in their line of sight.
- There is no friendly fire.
Turns
- Players move first. Enemies move after all players have completed their actions.
- Players will have 24 hours to list their actions in the comments.
- Move turns are based on which players comment first.
- After 24 hours the enemies will take their actions
Weapons
Name | Melee | Range | Roll to wound | Special rules |
---|---|---|---|---|
Knife | Yes | 1 square | 6+ | |
Slugga | Yes | 3 squares | 5+ | Two shots |
Shoota | No | 6 squares | 5+ | Two handed. Two shots |
Big Shoota | No | 12 squares | 3+ | 4 shots. Move or shoot |
Burna | Yes | 3 squares | Auto | Hits all enemies in range |
Power Klaw | Yes | 1 square | 3+ | |
Frag Grenade | No | 4-8 squares | 5+ | 9 square AOE |
Grenades must be thrown a minimum of 4 squares so they don't wound the player.
Protocol
- Players must comment their actions. @daclawboyz will either roll on their behalf and work out the results or they can use the rollthedice bot.
Here is the full game board:
Click on the image to get it in a larger size... for extra good square counting.
Rules for the Weirdboy
The weirdboy is a psyker, which means he has psychic powers fueled by the warp. The warp is filled with demons that curse and torment him. As such, he has to roll 2+ whenever he wants to use a power... on a roll of 1 his head explodes.
Psychic powers are used instead of fighting, so after the Weirdboy's movement phase:
Power | Range | Roll to wound | Special rules |
---|---|---|---|
Smite | 12 squares | 5+ | |
Headbanger | 3 squares | 3+ | Kills instantly |
Warpath | 6 squares | 3+ | Doubles the attacks of an enemy Ork |
Da Jump | 8 squares | NA | Can move any player or enemy anywhere within LoS |
Weirdboy can unleash his powers into close combat, he clearly sees each mind and can't miss.
UPDATE 1 : @happyme and @pandorasbox race down towards the action:
UPDATE 2 : @pbock & @justaftouchfey move closer... the weirdboy cowers in the corner:
Please do continue to ask questions as you see fit...
KICK DEM BOYZ!!!
All images on this page have been created by @daclawboyz for Ork Hulk.
Thanks for playing!