Ork Hulk (Game 1) Turn 19
The Weirdboy is ready for a fight.... pausenot
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.
Hurr hurr hurr...
Youse got 'im cornered in da corner!
It's easy now, shoot 'im up
... and grab dat STEEM!
Last turn
Everyone is charging ahead, not letting no scaredy cat weirdboy get in their way. The weirdboy does what he does best... cringes in the corner, hoping everyone just goes away. Don't be fooled though, he'll explode your head as soon as your close enough.
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.
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!
Move in behind pbock please. (3S + 2E).
East aim frag
Pray
@rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 5.
I think i should have moved East East for it to be possible but still... BOYA
I think you would have to move East-East indeed.
But that wouldn't change the roll so indeed: Booya!
Now, to see who grabs that STEEM!
Also, does this mean I won the highest kill count?????!?!?! zomg
edit: actually you should've moved east-east-north. because then you'd be in range of the STEEM next turn. Now you're one square short in order to make it which means @justatouchfey will probably grab the STEEM next turn before you can!
Ah well, lucky her then 😅
Well done dude!
I'm going to put you at East-East since that's where you needed to be to aim at the Weirdboy... THAT YOU JUST EXPLODED!
I do love that the frag grenades that you fought so hard for have smashed the two hardest guys. So good... without your head exploding even once.
Omg is he dead? If so, W 1, N 4!
I think he is....
Also it looks like you're the one getting the STEEM..!
Fey sits down and stares intently at the steem, willing it closer
(>_>) sttttttttaaaaaaareeeeeeeee
staring competition starts abruptly between fey and the weird boys head, which just landed on top of the steem
Hahahahaha, this is all sorts of amazing.
If you need to change your name to @justawinnerwinnerchickendinnerfey... I'd support that.
South, south, south, south, East!
I'm late to this party!
@urbangladiator still didn't post his turn?
Maybe this is a weird thought or it doesn't fit with the ruleset, but for next game - what about letting the players 'roll' characters with different stats and abilities? Like a rpg?
I was thinking how it would be cool if besides the gun and melee ability, there was some kind of special ability too. But having it all uniquely generated/rolled could add a lot of spice to it all
I've been playing with this idea in my head for a while... basically I was going to try and morph the game into a full Warhammer 40,000 battle with hundreds of players on each side.... but it doesn't look like that's going to happen anytime soon... so yes, let's RPG it up.
We're going back to Orks... attacking a human encampment. You'll be able to choose between different types of orks with either different equipment or different abilities. I am super super super excited!
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