Ork Assault - Game 1 - Introduction and Rules
Welcome to Ork Assault!
Hello!
Welcome to the new Ork Assault game.
We had a super amount of fun playing Ork Hulk and now I'd like to open it up a bit more to resemble more of a Warhammer 40K battle.
Starting map
I'm still creating the map, but here is the first chunk:
Click on the image to get a larger version
I'll update this post with the full map once I'm finished with it.
Introduction
Ork Assault is a turn based game where players are assaulting an Imperial Guard encampment to take their stash of STEEM. Players play as special characters from the Ork Army. Rank and file Ork Boyz will also assist in the assault.
Players can pick any square in the starting zone (rows A and B) to begin the game.
Prizes
The player who picks up the Steem icon wins 2 Steem.
The player with the most kills at the end of the game also wins 2 Steem.
Interested?
Leave a comment below. The game will start in a couple of days. Pick your character from the table below.
Player characters
Players get to select the special character they wish to play as at the start of the game.
The images in the table below are from the Games Workshop website searching under Orks.
Character | Image | Weapon | Special Ability |
---|---|---|---|
Painboy | PowerKlaw | Heal a wound of an adjacent player on 3+. | |
Mek | Kustom Shoota & Big Spanna | Teleports around the battlefield. | |
Weirdboy | None | Details below. | |
MegaNob | Rokkit Launcha & PowerKlaw | Cybork Armour. | |
Runtherder | Grabba Stikk | 5 gretchin. | |
Stormboy | Knife & Slugga | Rokkitpack. | |
Burna Boy | Burna | None. | |
Kommando | Choppa, Slugga & Krak Grenade | Stealth. |
Player character extra information
Painboy - The Painboy can heal a wound on a D6 roll of 3+. This takes place of a normal attack and happens after moving.
Kustom Shoota - The Mek has kustomized his shoota to fire rockets instead of bolts. It wounds it's target on a 3+ and if it successfully wounds, then it explodes and can also wound all adjacent enemies on a 5+.
Mek Teleporta - The Mek can choose to teleport around the battlefield instead of moving normally, the teleporter has a minimum range of 6 squares and a maximum range of 12 squares. The target square does not have to be in the Mek's Line of Sight. The Mek must make a Teleporta Test role before moving by rolling a D6 (@rollthedice). On a roll of 1 the Mek goes backwards the same intended distance. If this takes the Mek off the board or lands in a wall, the Mek ends up on the nearest available square. The Mek cannot teleport into an occupied square, and will appear adjacent to that square.
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 brain is attacked by the Warp and he loses a wound. 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 friendly Ork |
Da Jump | 8 squares | NA | Can move any player or enemy anywhere within LoS. This counts as their move for that turn. |
Since the Weirdboy attacks the mind directly, so ignores cover and close combat rules.. but he must have line of sight on his target.
Gretchin - Gretchin are bullied and corralled around by the Runtherder. They are smaller, sneakier and quicker versions of their Ork cousins. The Gretchin can move 8 squares, and charge 10 squares... but they will never move further than 8 squares away from the Runtherder. They are armed with a knife and a grot blasta each. Every time a gretchin dies, another will come running towards the Runtherder from the starting zone.
Rokkit Pack - The Stormboy can choose to jet pack around the battlefield instead of moving normally, the jet pack has a minimum range of 6 squares and a maximum range of 12 squares. The target square does not have to be in the Stormboy's Line of Sight. The Stormboy must make a Rokkit Test role before moving by rolling a D6 (@rollthedice). On a roll of 1 the Rokkit sets the Stormboy on fire and he suffers a wound. The Stormboy can land on an enemy which will wound that enemy on a roll of 2+. If the enemy survives the enemy will be pushed back a square. Once the Stormboy lands he can attack normally.
Stealth - Ork Kommandos are sneaky and use camouflage and cover to their advantage. All enemies firing at an Ork Kommando suffer a -1 Wound Modifier unless the Kommando is within 4 squares.
Line of Sight and Cover
This icon represents a sandbag wall:
A player or enemy adjacent to the length of a sandbag wall receives a bonus -2 modifier to wound.
A player or enemy adjacent to the length of a sandbag wall can fire normally.
A player or enemy not-adjacent but have a sandbag wall in between them have a -1 modifier to wound.
A player and enemy both adjacent to either side of a sandbag wall receive no modifier if firing at each other. They are not in close combat though.
In the diagram above, the Imperial Guard with the bolt pistol can wound the Big Shoota Ork on a 5+. The Big Shoota Ork however, can only wound the Bolt Pistol Imperial Guard on a 5+ because that Guardsman is behind the sandbags. The Big Shoota Ork can wound the other Guardsman on the usual Big Shoota roll of 3+.
Grenades, Flamethrowers/Burnas and Physic Attacks ignore cover modifiers, so would wound both Guardsman normally.
Players nor enemies can charge or be in close combat through a brick or sandbag wall.
The Line of Sight rules are changing slightly.
They were too vague in the previous game, since a weapon had an obvious range North, South, East & West... but North-North-East, etc got confusing. Weapons seemed to shoot further diagonally which doesn't make sense.
Any players unsure of weather they can hit an enemy, please ask in the comments and I'll add this range template. In the above diagram, the Bolt Pistol Imperial Guardsman can wound any enemies within 3 squares... which is everyone in the red range zone. While the Big Shoota Ork in the top right hand corner is technically within 3 squares, it won't be allowed if they're not covered by this template.
The concrete walls block Line of Sight completely, so neither the Bolt Pistol Imperial Guardsman nor the Big Shoota Ork can wound each other.
Rules
- Players can move 6 squares in a turn.
- Players starting over may take an Advancing move of 12 squares if there are no enemies within 10 rows down.
- Players can not occupy the same square as an enemy or another player.
- Players can pass through squares occupied by players, but not enemies.
- Players can also choose to shoot or charge into hand to hand combat. A charging player moves 8 squares and gets a +1 to wound. This modifier only applies to the first attack of the charging turn.
- Players or enemies in adjacent squares are in close combat, even if no charge was declared.
- Players or enemies can charge into close combat to any adjacent square, even if that square is diagonal.
- Players or enemies in adjacent squares diagonally are in close combat... despite not being able to move diagonally.
- No weapons get an auto-wound... if modifiers stack up to equal +1, that automatically becomes a 2+.
- A teleport or rokkit jump does not count as a charge.
- 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 shoot through squares other players are in.
- Players will shoot the closest enemy in a bunch, but can spread successful shots around.
- Players can not shoot an enemy in close combat with another player.
- Players and enemies can charge into already existing close combat, They get an extra +1 modifier since their target is already distracted by the other combatant. This modifier only applies to the first attack each turn.
- Players start with 3 wounds which can be lost over multiple turns. A player who loses all 3 wounds is dead and can choose to start again.
- Players keep their kill count for the entire game regardless of deaths.
- Enemies have 1 wound.
- Enemies move in the same way as players.
- Enemies will move at the Game Masters (@daclawboyz) discretion.
- New players can start at any time.
- All players and enemies will have at least a combat knife at all times.
- Players will be represented by their Steem profile pics.
- There is no friendly fire.
- Players can not move diagonally.
- Ammunition (including grenades) is unlimited.
- Players may only choose to charge if their enemy is within 8 squares.
- Extra rules can be added during gameplay for certain new enemy types.
- The room that the Steem is in must be cleared of all enemies before the Steem can be collected.
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+ | One attack. |
Choppa | Yes | 1 square | 5+ | One attack. |
Power Klaw | Yes | 1 square | 3+ | Three attacks. Can also attack walls/sandbags. |
Big Spanna | Yes | 1 square | 4+ | One attack. |
Grabba Stikk | Yes | 1 square | 4+ | Two attacks. |
Grot Blasta | Yes | 2 squares | 5+ | One shot. |
Slugga | Yes | 3 squares | 5+ | Two shots in both range and close combat. |
Shoota | No | 6 squares | 5+ | Two handed. Two shots. |
Kustom Shoota | No | 6 squares | 3+ | One shot. If successfully wounds, then adjacent enemies can be wounded on 5+. |
Big Shoota | No | 12 squares | 3+ | Four shots. Move or shoot. |
Burna | Yes | 3 squares | 2+ | Hits all enemies in range. |
Rokkit Launcha | No | 12 squares | 3+ | Can also attack walls/sandbags. |
Frag Grenade | No | 4-8 squares | 5+ | 9 square AOE |
Krak Grenade | No | 4-8 squares | 3+ | 4 square AOE |
Grenades must be thrown a minimum of 4 squares so they don't wound the player.
Imperial Guard have similar weapons, but with different names:
Ork Weapon | Imperial Guard version |
---|---|
Slugga | Bolt Pistol |
Shoota | Bolter |
Big Shoota | Heavy Bolter |
Armour
Name | Negative Mod | Notes |
---|---|---|
Cybork Armour | -2 | Movement halved. |
Kustom Force Field | -2 | Field dies after 5 wounds |
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.
- Each player should browse the comments of each turn before they take their action, just in case enemies have already been killed.
- Updates will be made to a turn post after player moves for transparency and clarity, but please browse previous comments to your own actions to ensure you're making decisions with the latest information.
- Players who are killed may start again next turn in the starting area.
Disclaimer
As Games Master, I reserve the right to add, remove or adjust the rules as we go to ensure the game is played in the manner it was designed. I know I haven't thought of every possible scenario, and while I'll always try and be fair, I will make judgement calls to help make the game fun, interesting and intriguing. I'm happy to discuss any and all rules with players.
Questions?
Ask away, obviously we're kinda working this out as we go along.
And finally
This game was inspired by the Zombie game run by @happyme and the Steem Marine initiative by @malicered, but is unique on the blockchain in it's complexity and the level of decision-making required of players. It is definitely one of a kind and I'm very excited to run this game entirely on Steem.
With the exception of the Games Workshop miniatures in the Player Character table, all images on this page have been created by @daclawboyz for Ork Assault.
Thanks so much for playing!
Good questions Pandorasbox. I also have one:
In the rules, we have:
AND
Which one is it? 6 or 8 spaces?
ARRGGHHHHH!
Amazing pick up @happyme.
I had to rush to test drive a car for my boss and while I checked it over, I didn't pick up all my little changes. Amazing work. It's 8 spaces for charging. I've amended the text to 8.
Thank-you!
Looks good and am looking forward to playing!
It's going to be very different playing in such a wide open space
I looked at the rules and have some questions/feedback:
can painboy heal himself? Does a painboy have a ranged weapon or just the melee?
can a mekboy teleport AND fire/attack in the same turn? Mekboy seems more powerful than stormboy: they get better blaster, better melee and no chance of getting a wound on teleport
Runtherder: So I get SIX characters to play with? Runtherders have no guns? What are the grots capable of?
Rokkit pack: Seems the same as teleporter, but more risky because you can get a wound?
Rokkit launcher: is this move AND fire? or is it like the big shoota more or fire?
Awesome!
1.) Yes, the painboy can absolutely heal himself... but no, does not have any ranged weapons at all.
2.) Yes, the teleport is in place of the normal move, same as the rokkit pack. Both the Mek and the Stormboy can make their big moves and then attack, but the Stormboy has no chance of going backwards and can land on an enemy... so gets two different attacks in that way.
3.) Yep... 6 characters. The gretchin will be represented with you profile pick but with numbers on them. They're weak, but quick. I think they'll be most useful in overwhelming enemies and protecting the Runtherder as cannon fodder.
4.) More risky, but no chance of going backwards.
5.) This is a move and fire weapon because there is no set up involved. A normal Ork with a rokkit would need to set it up, but the Cybork armour is strong enough to carry it easily.
Hope that helps!
That helps yes, but one thing I'm still not entirely clear on is the teleport/rokkit pack.
Will it let you move and attack? You say it is in the place of a normal move, so can I interpret that as it meaning that after the 'move' they still have an attack?
In other words, I could move 12 squares and appear behind someone and attack them in the same turn?
I think I am going to play a Mekboy(girl)
Yes, you can absolutely move and attack. You can either move or teleport and then attack as a Mek. A stormboy can move or rokkit jump, if he lands on an enemy that's like an attack, and then he can do his normal attack as well.
You can absolutely teleport behind someone and attack them in the same turn. In the case of this first part of the map, it'll be a good way to deny them the cover modifier.
Ah... so, it's my very sad duty to inform you that the Orks don't have any females. The Orks, the gretchin and the squigs (the little red monster the Runtherder is holding) all grow from spores found in caves... but you'll always be a Mekgirl to me.
What! No women orks?! Such sad :(
Thanks for clarifying!
More questions! :)
So hard to choose a class... I like the Mekboy but I also like the Runtherder with all those gretchin! Could clear out entire hallways on it's own in melee since a gretchin is essentially as strong as an enemy in melee. But then that Meganob.... !
edit: also maybe the Painboy needs a default slugga too? just to make it a little more versatile and competetive? other than healing and melee a painboy can't do anything
Hit me!
1.) No, the Kustom Blasta just has one shot per turn... but it's a big one.
2.) Hmmm, I'll have to think about that. When I looked at it before, I thought it was fine because there were enough walls to break up the LoS... but those side corridors. Let me get back to you on this one... but I'm leaning towards some sort of range limitation.
3.) Yes, absolutely. All the normal rules apply to them.
4.) OMG you're smart. I didn't even think of that. No, the area that the Steem is in would need to be cleared of enemy before the Steem can be collected... just like the Weirdboy room.
5.) No, the Rokkit Launcha is just the one square. I was thinking about that, but I wanted to differentiate it from the grenades. Think of it as a rokkit without explosives.
6.) Yep. That's exactly it... you'll need to figure something out. Those friendly orks will basically have to rush into close combat to have any chance.
7.) I know... it's exciting right? I'll absolutely hold similar games after this, so I think you'll have more opportunity to play the different classes.
8.) I thought of that... but the WH40K Painboy has no ranged weapons, and I think he does need that limitation or else he'd be too powerful, since he can heal himself. He can punch through walls though.
Punch through walls!! I didn't realize that part yet!
So the meganob can, instead of going the long way around, just shoot his way through the walls to make a shortcut too?
That is absolutely correct. I'll just photoshop the blasted bit of wall or sandbag out... like it never existed.
Sorry I disappeared at the end of the last game.
Stormboy for me!
I'll try being an Ork Commando! Stealthy!
Great call! Those Krak Grenades are monster.
Cammando is another type I would like to try; maybe next game. It looks awesome!
The weird boy opens a TON of strategis with the Teleport ability...
I can imagine Teleporting a Burner right to the side of those 3 dummies behind the sandbag wall... instant fries humans for lunch !! 💀😈
I'll be a weirdboy.
I'm sure the demons in your head can be reasoned with... you just have to feed them some chaos and mayhem, that's all 😇
You're right the Weirdboy looks very versatile, and has lots of range and lots of blasting power when up close too.
Interesting about the teleport power is that you can indeed teleport players too!
I wonder if this applies to teleporting yourself as well, and how that relates to the mekboy teleport ability?
Edit: Ooooh... what if I was a Meganob which has insane firepower and defense, but is slow, and you teleported me around to keep me close to the action? hmmmmmmmmm.....
OMG - double teleport! You guys and all your brains!
Yes, the weirdboy can teleport himself - these guys on reddit confirmed it.
Interesting!
I did go back to read over the rules to see where the mekboy and weirdboy's teleport abilities differ. From what I can tell, the Mekboy uses teleport as a move (and can thus still attack afterwards) but the Weirdboy uses it as a 'combat action' instead of an attack. Is that correct?
That is correct.
It can be used to get out of close combat without fleeing... leaving an enemy exposed to be shot by someone else.
So if the Weirdboy went first, you could double-teleport.
using teleport to get out of close combat without fleeing... For which one does that apply? the mekboy or the weirdboy? or both?
Maybe we can all become weirdboys and mekboys and teleport across the map to grab the STEEM in 1 turn? :)
So... it only applies to the Weirdboy, because his teleport is an attack instead of a move. If the Stormboy or Mek try to fly/teleport away they'll still have to make a flee role.
So, I just looked up the Weirdboy rules in WH40K, and the Weirdboy's teleport counts as a move. So if you Da Jump the Mek, the Mek can't then move that turn... but conversely, that also works for the enemy. You could grab them and plonk them down in front of your friends and they can't move themselves.
Hold on here... If the Weirdboy moves someone, that counts as a move by the Weirdboy AND the character that got moved!??? That wouldn't be right to use one move and count it as 2! I'm not sure I'm understanding that part correctly.
I'm so glad!
I was worried everyone would be turned off by the Weirdboy last game... but I really do think it adds a lot of strategy. Good call.
You know that demons are never sated right? But then neither are Orks...
Actually the weirdboy looks to be the most powerful of all!
-It has the same range as the long range guns
-It has a super strong insta-kill ability up close
-It can teleport itself and others
-Has buff powers
-Isn't bothered by cover modifiers (big deal!)
The only thing the Weirdboy doesn't have is an increased defense and/or an AoE ability, but other than that it can hold it's own against pretty much anybody!
But.. you roll a 1 once and it's over.
But then you can teleport yourself from the respawner all the way across the map in a single turn to get back to where you were
You know the map's not finished right... there's lot of stuff that won't be in LoS of the start...
... but yes, all amazing points. Also, the roll of 1 doesn't mean the Weirboy is instantly dead, he just loses a wound. So you'd have to roll 3 ones... or get shot a lot.
Well, I'm pretty settled on the Mekboy for this game! Can't wait to begin!
Awesome - I was going to press you for an answer so I could start...
I'll just finish up the map and we'll be on our way!
Oh didn't realize you were waiting on me! Yes Mekboy it is.
But I consider the chance high that I may respawn as a Runtherder at some point.. in case you need to prepare extra icons for gretchin!
The idea of a shield of gretchin with two or three meganobs behind is just very appealing
I wasn't really waiting on you, because I haven't finished the map yet... but now that you've picked, once I have finished we're good to go!
I think I would like to try playing the Burna Boy.
Another question: The range template... if it TOUCHES a square where an enemy is in, is that within range or does it have to cover half or MORE of the square?
Great question.
I hadn't thought that through... but let's say that any enemy partway or wholly within the circle can be wounded. I assume you're talking about the squares to the South and to the West of the Big Shoota ork in that diagram. I'd say any enemies in those squares can be wounded.
Great; that's what I thought.
Hey Dude,
Too late to join? Just trying to catch up on rules etc now...
Hey man... sorry, I've had a crazy week and now I'm in the country with friends and next week I'm traveling again, so I haven't had a chance to look at any of your stuff, I hope it's going okay (but I'm worried it's totally not).
Yeah, for sure dude, jump on in. Pick a character from the list above and we'll get you in and moving, I'm sure you'll pick it up as you go along... if you die, you just start back in the brown starting zone, so don't stress too much... two players have died already and they got straight back into the action.
Comp goes well, takes more then a down bot to stop IBT hehe...but yeah having some tech issues, nothing gobbo and dicebot can't help us with..
Ok..err man your contest is kindda complex for someone like me not having played this kind of game ever before, so i'm gonna need some walk-thru... reading your characters I'd like to go Kommando style..
err...so how do i get moving? :)
Awesome dude!
Kommando is a great pick to start off with! No undies for you!
Go to this guy:
https://steemit.com/newbiegames/@daclawboyz/ork-assault-game-1-turn-4
You're starting in the top starting section. Basically I reckon move 12 squares at the start (no diagonal moves) to pretty much where everyone else is. You won't be able to shoot or throw grenades just yet because there's only one enemy left in that area and he's already in close combat (enemies and players in adjacent squares are in melee and no one can shoot into that fight)... so your first turn will be kinda boring... but the next turn should be more interesting.
@justatouchfey has the same character to you... so watch what she does.... and feel free to ask any questions, everyone is super friendly.
I upvoted you to transform our Desire to Receive for Ourselves to a Desire to Receive for Others.
I'm starting a new zombies game; are you interested in joining in?
I would but.....
Gotcha! I now understand.
Since we haven't begun playing yet, I have another question:
The Kommando has 3 weapons. Must we declare which weapon we are using or can it use all 3 of them in a single turn?
Hi @happyme!
No, a character can have any number of weapons, but they can only use one per turn.
The choppa is really kind of pointless for the Kommando because the slugga has 2 attacks and the choppa only has one... but the models look cool with their huge knives.
The Kommando has to choose with weapon to use each turn, just like the weirdboy chooses with physic attack, etc.
Thanks for the clarification. That's the way I figured it would be, but thought I would make sure, just in case.