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RE: Ork Assault - Game 1 - Introduction and Rules

in #newbiegames6 years ago

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:

  1. can painboy heal himself? Does a painboy have a ranged weapon or just the melee?

  2. 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

  3. Runtherder: So I get SIX characters to play with? Runtherders have no guns? What are the grots capable of?

  4. Rokkit pack: Seems the same as teleporter, but more risky because you can get a wound?

  5. Rokkit launcher: is this move AND fire? or is it like the big shoota more or fire?

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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! :)

  1. does the kustom shoota fire two shots like the regular shoota?
  2. Does the Weirdboy Da Jump ability allow him to teleport himself? Also, 'anywhere within LoS' sounds like an unlimited range. Is this correct? Sounds very powerful on a big map like this next one.
  3. Do gretchin also get the 12 square advance move bonus if they respawn?
  4. If a player gets to the STEEM first, but then gets slain after, does that player still win the STEEM or is the STEEM dropped?
  5. Does the Rokkit launcha only hit one target or does it have an Area of effect?
  6. It says you get a -2 to wound when the target is behind cover, but how does this work when the default roll is 5+ like with a slugga and a -2 modifier gets applied, thus requiring a 7+ roll which is impossible?

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.

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