Switch Theme:

WAAAGH! Downs - mini game  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Dakka Veteran




The Hammer

Hello all,

Being a fan of live harness racing whenever I can drag myself out to the track, I present WAAAGH! Downs for those rainy days when you would otherwise be stuck placing bets on a TV. I know this is the fantasy proposed rules section and this mini-game is based on 40k, but just change a few of the spellings and it translates all right. It still wants another once over to polish it up, but this is pretty much how I'd represent a day at the races in the Border Princes/Mekktown/any other place with enough idle, drunken greenskins. COmments or suggestions for cleaning up the mechanics or wording are appreciated.

 

Gretchin Harness Racing<?

 

Protractor, measuring tape, 1D20, 4D6, scatter die

5-8 Gretchin with autogun each with a wheeled harness and a wolf, 3-6 drunken Orks with bottle and/or choppa

5-8 larger circular bases with side, front and rear arcs marked, each 90 degrees, for harnessed wolf and gretchin teams

36?-48? x18? straight sections of tracks, ends of track are 48? diameter semicircle with 18? wide navigable route just next to edge.

Area surrounding and in center of track is impassable rokk

Ranges are measured from the edge of a model?s base.

Goblins riding harnessed wolves move as a single model but fight as two.

 

Wolves have WS4 (WS2 when harnessed due to their blinders) S3 T3 I4(I2 when harnessed) A1 W1, Gretchin have WS2 S2 T2 (T3 while riding in harness) I2 A1 W1, Orks have WS3 S3 T4 I2 A2 W1 and a Feel No Pain save.

 

 

Players and Turns: Each player gets a turn, then NPCs ? unharnessed wolves and drunken Orks ? get a turn for their movement, shooting and assault.

 

Movement Phase

each harness can pivot up to 45 degrees.

Each harness may roll up to three or four six sided dice, but then MUST move exactly that many inches straight forward.

Unharnessed wolves will run 2D6? in a random direction but stop instead of dying when they collide with a wall. If they connect with a harness, Gretchin, Wolf or Ork they will fight.

Drunken Orks ? scatter 1d6? and attack anything they scatter into. They will collide but are not wounded by walls/obstacles ? they just stop at it.

Dismounted Gretchin may still shoot. They may move up to 6? each turn. They are under the control of their player. They may intentionally collide but no formal assaults are allowed.

 

 

Shooting Phase

Gretchin may shoot at Orks, wolves, other Gretchin, harnessed teams or the gun in the center of the board. You may fire even if in base to base contact but you must target a model with which you are engaged. You have a 360 degree arc of fire

Nominate a target, roll 1D20 and divide the result by the number of inches the harness has moved. If the result is less than the range in inches to the target, you hit. On a roll of 20 the gun jams and the Gretchin throws it away. The shot is S2. if it hits.

 

Roll 1D6 when shooting at a harness:

back arc: Wolf is hit on 1, Gretchin hit on 2-6

Side arc: Wolf 1-3, Gretchin 4-6

Front Arc: Wolf 1-5, Gretchin 6

 

When firing into melee, randomize the chances of strikingyour target by rolling 1D6 if there are 2, 3, or 6 combatants involved, or 1D20 if there are 4 or 5 combatants involved. Agree with your opponents which combatant will have which target letter.

 

2 Combatants: Combatant A hit on 1-3, Combatant B hit on 4-6

3 Combatants: Combatant A hit on 1-2, Combatant B hit on 2-3, Combatant C hit on 5-6

4 Combatants: Combatant A hit on 1-5, Combatant B hit on 6-10, Combatant C hit on 11-15, Combatant D hit on 16-20

5 Combatants: Combatant A hit on 1-4, Combatant B hit on 5-8,Combatant C hit on 9-12, Combatant D hit on 13-16, Combatant E hit on 17-20

6 Combatants: Combatant A hit on 1, Combatant B hit on 2, Combatant C hit on 3, Combatant D hit on 4, Combatant E hit on 5, Combatant F hit on 6

 

Harnessed wolves are considered a separate combatant from the Gretchin riding behind them.

 

If the Gretchin riding a harness is slain, remove the harness and leave the wolf anywhere within where the large base was sitting.

 

If a harnessed wolf is slain, remove the harness and large base and leave the Gretchin anywhere within where the large base was sitting.

 

Assault

 

no benefits from charging/assaulting

 

Combat happens as a result of a collision between two models.

 

Collissions ? may be avoided on a roll of 5 or 6 on 1D6 by either player desires. The harness gets a free 45 degree pivot and must then move all its remaining inches rolled straight forward. If this would result in another collision, the harness may attempt to avoid get, gain another free 45 degree pivot, and so on. Gretchin on foot get a free 2? movement if their evasion roll is successful. If either or both rolls are successful, there is no combat between the two models.

 

Collission with a wall or another model will end the harness ? or wolf or Ork or Gretchin?s ? movement for that turn. Wolves and Orks do not avoid collisions except with walls, which they do automatically, and then pivot to a random direction (scatter die) and move the rest of their inches rolled for that turn.

 

Colliding with other harnesses:

rear-ender: the wolf attacks the Gretchin

Sideswipe:

Headon: the two wolves will fight

 

Colliding with Orks: the Ork and Wolf will fight, or the Ork will fight with both the gretchin and wolf if he collides with the flank arc of a harness, or just the Gretchin if he collides with the rear arc.

 

NPCs will fight each other if they collide on a roll of 4-6 and form a unit and work together on a roll of 1-3. They will stay in base-to-base contact. Roll movement and direction for one model, move it, then each other NPC moves no more than the number of dice rolled such as to maintain base-to-base contact.

 

Colliding with Gretchin: the wolf/Ork and gretchin will fight

 

Harnesses Colliding with walls: the number of inches the harness would have moved is the strength of the hit the wolf takes. If the result is 8+ the wolf is automatically killed ? don?t roll a die. The Gretchin scatters D3? but is otherwise unharmed.

 

Harnesses do not become locked in melee and will move as normal. All other models will continue to fight until one or the other sides is reduced to one wound. Models will fight only those in base contact with them and will direct all their attacks against them. If two units of NPCs become engaged, any members not touching an enemy will move to collide with the nearest enemy in their next movement phase instead of scattering.

 

Winner ? whoever makes first makes three laps around the circuit or has a Gretchin left wins.

 

 

Optional rules: kannon in the middle

The kannon will pivot in a random direction each turn (scatter)

It will shoot a 3? diameter S4 template centered exactly 4d6? away from the muzzle of the cannon.

It is mounted on a tower with a locked door and so can not be collided with.

It may be shot at. It has W3 T2 and a 3+ cover save.

 


When soldiers think, it's called routing. 
   
Made in hu
Courageous Skink Brave




Hiding from dem stripeypants on Veda

Shouldn't be this in the 40k prop. rules?? Otherwise good stuff!

Need apoc rules (or just simple rules)for lizman in 40k...

"Scream as you want. That corpse on the Golden Throne won't hear you"

Armies:
+ Lizman

Please give me a brain


 

   
Made in gb
[ADMIN]
Decrepit Dakkanaut






London, UK

A fun idea, and I have moved it to the 40k proposed rules forum.

Check out our new, fully plastic tabletop wargame - Maelstrom's Edge, made by Dakka!
 
   
 
Forum Index » 40K Proposed Rules
Go to: