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Made in us
Shadowy Grot Kommittee Memba






Disappointed almost immediately with the rules in Speed Freeks, my orky friends and I decided "hey, we're drunk, why don't we just play some Gorkamorka instead and come up with rules for some of the newer ork stuff that came out since that game? We added a few things for the new buggy models that are coming out (allowing them to just be folded into the existing buggy rules) as well as rules for bigger, more beefy vehicles like Grot Megatanks and Battlewagons just for fun. Additionally we threw in some rules for weapons that exist on newer ork models but not in the original Gorkamorka, like Power Klaws, Burnas, and boyz carrying rokkits and big shootas.

Since we wanted rules to be more shareable to converted buggies and trukks, we generic-ized some of the more "copyrightable" weapons from the new ork buggies, and used a couple of the existing weapons from Gorkamorka to represent them where appropriate. For example, the main gun on the Shokkjump Dragsta was made a Zzap Gun to make it the same as the gun you can equip on a Battlewagon, and the Rivet Kannon on the Boosta-Blasta was made a Harpoon Gun, an existing vehicle mounted gun in Gorkamorka.

A couple things to remember if you're not familiar with Gorkamorka:

-Basic Ork Boyz are BS3 WS3 S3 T3 A1, Nobz get an additional WS and BS rather than an additional wound and strength. Gretchin lose one WS and T. So, compared to now the various types of orks are much more statistically close.

-Most weaponry is less deadly than in 40k. Pretty much any vehicle just requires a roll of D6+Strength equal to or greater than 8 to cause damage to a vehicle. Models have a separate injury roll like Kill Team before they die, and vehicles are pretty much wacky damage tables galore, and pretty much get fought over until they get blown completely to bits.

-vehicle crew, even drivers, are just basic members of your team, and can get out and fight on foot. You should definitely have models representing any guys you have modeled onto your vehicles, because they will most likely survive the death of their vehicle.

Updated Rool: Fixed Weapons

Remove the restriction of only having a single fixed weapon on a vehicle. Each fixed weapon must have its own dedicated gunner, and has a 90 degree arc of fire from the position that the weapon is pointing on the model.

Added Rool: Driver Linked Weaponry

Some ork vehicles feature weapons that the driver can fire by thumbing a switch on his steering wheel or slapping a large, satisfying button on the dash. Any gun may be designated as a Driver Linked Weapon at no additional cost. These guns have no arc of fire, and can only make a shooting attack if an imaginary straight line drawn from the barrel of the weapon intersects a target model. If a vehicle has more than one driver linked weapon, a member of the crew must be designated as a gunner to flip all the switches and press all the buttons. A driver can fire only a single driver linked weapon in the shooting phase.

Added Rool: Turrets

A fixed weapon modeled on a turret can be turned once up to 90 degrees in the movement phase. This adjusts the center of its arc of fire.

Added Rool: Handheld Rokkits and 'Eavy Shootas

Ork Boyz, Spannas and Nobz may carry 'Eavy Shootas and Rokkit Launchers. These weapons gain the following rule when held by a model:

Special: This weapon is -1 to hit and cannot make attacks at Long Range if the bearer moved or was on a moving vehicle this turn.

Extra Vehicle Type: Collossal

A Trakk, Trukk or Buggy can be designated as Collossal when it is purchased for an additional 20 teef. Add 1 to the Armor values of all locations on the vehicle when determining attacks against that vehicle. Collossal vehicles can only use their Thrusters once per turn. Collossal Vehicles treat all non-collossal vehicles as Bikes when resolving any vehicle collision rules.

Extra Gubbinz:

Ard Case - 2 Teef

Crew members and passengers in an 'ard case vehicle do not need to be physically modeled in place, they can be removed from the board and considered to be inside the structure of the vehicle. Crew members in an 'ard case vehicle can be hit as normal by attacks, but cannot be knocked out of the vehicle. Passengers in an 'ard case vehicle cannot fire non-fixed weaponry in the shooting phase. Bikes cannot purchase an 'ard case. An 'ard case can never be destroyed if a vehicle is hit in the Gubbinz, when determining a hit to the Gubbinz do not include the 'ard case when randomizing which Gubbin is hit.

Jet Ram - 3 Teef

A vehicle with a Jet Ram cannot also have a Reinforced Ram. If a vehicle with a Jet Ram successfully rams a footer, do not make an injury roll for that model - it is automatically taken out of action, and the vehicle with the Jet Ram takes a single S5 Damage 1 hit to the Engine.

Burny Exhausts - 3 Teef

When this vehicle performs a Rake or Sideswipe against a footer or bike as part of a Turbo Boost, roll a D6 whether or not the maneuver was avoided by the target model. On a 5+, that model is set on fire as if it were hit by a Scorcha.

Noxious Exhaust - 3 Teef

When a model with a Noxious Exhaust makes two or more Turbo Boost moves in the movement phase, enemies targeting it with shooting attacks at long range until the beginning of its controlling player's next turn suffer an additional -1 to hit.

Speshul Targeter - 3 Teef

No self respecting ork would man such a gizmo, but a handy grot might be bullied into the job instead. A Speshul Targeter must be dedicated to a single Linked Weapon and manned by a grot (the grot is treated the same as a gunner of a fixed weapon). As long as the grot is manning the Speshul Targeter, the linked weapon it's attached to gets +1 to hit.

Shokkjump Tellyporta - 5 Teef

When this model rolls a 6 during any Turbo Boost move, it hits the resonance frequency of its Shokkjump Engine and disappears from the known universe. First, move the vehicle along the path of the Turbo Boost move and roll a die for any model it would pass within 1" of or through. On a result of a 4+, that model catches on fire as if it was hit by a Scorcha. Then, remove this model from the board, and pick any point on the battlefield. Roll the scatter die plus 2D6 and place this model as close to the scatter result as possible. If another model prevents the placement, resolve a Collision against that model and move this model the shortest distance possible to allow it to be placed on the board.

Extra Weapons:

Cluster Rokkits - 12 Teef

Big Gun. Short Range: 0-12". Long Range: 13-24". To Hit Short: +1. To Hit Long: -1. Str: 5. Save Mod: -1. Damage: 1. Ammo Roll: 6+.

Special: Sus. Fire 1.

Zzap Gun - 9 Teef

Big Gun. Short Range: 0-20". Long Range: 21-40". To Hit Short: -. To Hit Long: -1. Str: D6+2. Save Mod: -3. Damage: D3. Ammo Roll: 3+.

Special: The crewmember firing the Zzap gun must hold down a lever for as long as he dares to charge up the shot. If the D6 rolled for the damage result is a 6, the crewmember also takes an automatic hit with the weapon. If the crewmember firing the zzap gun is not a Grot, their natural idiocy allows them to re-roll this dice if the result is anything less than 6.

Deadmans' Stikkbomb - 1 Toof

Some less reliable crewmembers or slaves might have one or more bombs strapped to their back with the pins tied to their station on a vehicle. If a model with a Deadmans Stikkbomb is ever removed from the vehicle they started embarked on for any reason, roll a D6. On a 6, they miraculously manage to throw the stikkbomb before it detonates, in which case they must immediately throw a Frag Stikkbomb. Otherwise, resolve the stikkbomb explosion with the blast centered on themselves.

Power Klaw - 4 Teef

Huge shearing klaws that are so huge that only Nobz can heft them, Power Klaws can tear through vehicles with ease and can be terrifying against living opponents as well if not for their somewhat cumbersome nature.

Strength: As User +3
Armor Mod: -2

Special: loses ties. In the case of a tie, instead of comparing Initiative values, the wielder of the Power Klaw automatically suffers one hit. Compare I as normal if both combatants are using a weapon with this rule.

Special: Heavy melee weapon. The bearer of this weapon can hold another weapon in their off hand, but does not gain an additional attack if they are holding two melee weapons or pistols.

Snagga Klaw - 3 Teef


Snagga Klaws give up some of the power of a full size Power Klaw in exchange for an inbuilt grappling hook, making them extremely popular with nobz who ride on bikes and buggies. These Nobz find nothing more hilarious than a snagged model bouncing along in the dirt behind them.

Strength: As User +1
Armor Mod: -1

Snagga Klawz can be fired in the shooting phase as a weapon with the following profile:

Normal Gun. Short Range: 0-8". Long Range: -. To Hit Short: -. To Hit Long: -. Str: 3. Save Mod: -1. Damage: 1. Ammo Roll: 6+.

Special: If a target suffers an unsaved wound from a Snagga Klaw and does not go Out of Action, they are Snagged. At the beginning of that model's turn, roll a D6. on a 5+, they are no longer Snagged. Any turn a model is Snagged, it cannot move except closer to the model equipped with the Snagga Klaw. If the model equipped with the Snagga Klaw is on foot, they also cannot move except towards the Snagged model. If the model equipped with the Snagga Klaw is on a vehicle, they may drag the Snagged model bouncing behind them. The Snagged model suffers one S2 D1 hit for the Gas move and one more for each Turbo Boost move made by the model with the Snagga Klaw.

Burna - 4 Teef

Burnas are smaller, hand-portable versions of the Scorcha, which are still wildly popular with Orks because while they lack the raw power of the scorcha they make up for it with an up close and personal touch. Burnas can also be used with "cuttin' flames" to slice through armor.

Normal Gun. Short Range: Template. Long Range: Template. To Hit Short: -. To Hit Long: -. Str: 3. Save Mod: -. Damage: 1. Ammo Roll: 4+.

Special: while this weapon has not run out of ammo, it can be used as a melee weapon with Strength as user and Armor mod -2.

Special: Limited. This weapon must take an Ammo Test every time it is fired.

Special: This weapon uses the Scorcha template, but only models completely under the template are hit. Do not roll for partially under targets.

Special: on a 4+ targets hit by this weapon are set on fire. See Scorcha rules.

Squig Launcher - 5 Teef

Normal Gun. Short Range: 0-12". Long Range: 13-24". To Hit Short: +1. To Hit Long: -1. Str: *. Save Mod: * Damage: *. Ammo Roll: 4+.

Special: Fire Da Squigs!

Squig launchers are commonly used by orks with large collections of the various combat breeds of squiggly beast. Though a kunnin' user might select the best squig for any given situation, in the excitement and enthusiasm of a battle orks just tend to have such a great time flinging squiggly beasts at their enemies and watching mayhem ensue that they just grab whatever is the slowest squig to hand.

Roll a D3 for each shot fired by a squig launcher.

1- Bile Squig

Bile squigs explode in a wonderfully gooey mess of noxious acid, devastatingly effective against organic targets but relatively harmless to vehicles.

Resolve any attack from the squig launcher that is a Bile Squig as if it was a Stikkbomb. If a footer is hit, or Crew/Driver hit result is rolled against a vehicle, resolve the shot at Strength 4, Armor Mod 0, Damage 1. If any other result is rolled against a vehicle, resolve the shot at Strength 2, Armor Mod 0, Damage 1.

2 - Bitey Squig

Bitey squigs latch on to their target and immediately begin to gnaw. Any model, vehicle or footer, hit by a Bitey squig is treated as having been charged by a combatant with the following stats

M6", WS3, S4, T3, W1, I2, A2

If the Bitey Squig misses, use the artillery and scatter dice to determine where it lands. During the subsequent movement phase, it will charge the closest available target. If a model kills, is killed by, or successfully disengages from a bitey squig its aggression will be slaked and it will scamper off to freedom, remove it from the table. If the Misfire result is rolled on the artillery dice treat the bitey squig as being engaged in combat with the firing model.

3 - Boom Squig

Boom Squigs contain concentrated high explosives perfect for blasting through vehicle armor or blowing a footer into a bloody shower of chunks. Resolve the shot at Strength 6, Armor Mod -2, Damage D3.

Sample rules for Games Workshop proOuced models:

Boomdakka Snazzwagon

Buggy 20

Extra Armor 2 10

Noxious Exhaust 3

'Eavy Shoota 15

Driver-Linked 'Eavy Shoota 15

Reinforced Ram 5

Driver 5

Gunner 5 with Frag Stikkbomb 3

Grot 2 with Slugga 2

Total: 85 Teef

Kustom Boosta-Blasta

Buggy 20

Extra Armor 1 5

Spikes 5

Burna Exhausts 3

Spear Gun 9

Driver 5

Gunner 5 with Frag Stikkbomb 3

Grot 2 with Six Shoota 2

Grot 2 with Club 1

Total: 62 teef

ShokkJump Dragsta

Buggy 20

Spikes 5

Shokkjump Tellyporta 5

Driver-linked Cluster Rokkits 12

Zzap Gun 9 with Speshul Targeter 3

Grot 2

Grot 2 with Deadman's Stikkbomb 1

Driver 5

Total: 55 Teef

Grot Tank

Trakk 15

'Ard Case 2

Turret Mounted Heavy Shoota 15

Grot Driver 2

Grot Gunner 2

Total: 36 Teef

Megatrakk Skrapjet

Trakk 15

Extra Armor 1 5

Spikes 5

Driver-linked twin Shoota 4

Driver-linked rokkit Launcher 13

Jet Ram 3

Driver 5

Total: 50 Teef

RuckaTrukk Squigbuggy

Buggy: 20 Teef

Extra Armor 2 10

Spikes 5

Twin-Linked Squig Launcher 10

Grot Gunner 2

Grot 2 with Six-Shooter 1

Ork Boy 5 with Blunderbuss 1

Ork Boy 5 with Squig Launcher 5

Total: 66 Teef




"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Fixture of Dakka






How does the game look, with the much larger models the game's using now? I mean, things like trukks probably don't even move their own length in a normal move. is that an issue at all?
   
Made in us
Shadowy Grot Kommittee Memba






 AndrewGPaul wrote:
How does the game look, with the much larger models the game's using now? I mean, things like trukks probably don't even move their own length in a normal move. is that an issue at all?


Things are slightly slower, but it's really not so bad. Normal footers move 4 and run/charge 8, and vehicles get a normal move (which is 3", then turn up to 45, then 3", then turn up to 45) followed by as many D6" forward thrust moves as you want to go for. A vehicle that really wants to get moving can easily go 15-18 in a turn without pushing it too much. Each time you thrust you have an increasing chance of rolling on a driving mishap table, 1/6 for the first thrust, 2/6 for the next etc etc.

The only change we've made to vehicles so far is adding proper dakkaguns to bikes, the twin shootas that only hurt vehicles on a 5 were pretty underwhelming.

The most jarring difference is the stat difference between gretchin, boyz, and nobz, which you're used to being pretty significant and is now much more reflected in the sizes of the models. A change we're already discussing is adding the 2nd wound to the nob and exchanging his +1 ballistic skill for +1 strength instead. Gretchins dont feel too bad because though they're statistically similar they basically go into cower mode every time they're shot at.

Overall, though we're not really going to get into the necromunda-style campaigns and we're mostly just playing for fun pickup games at higher teef values, we're having a fantastic time with the vehicle and bike rules. For the most part, models moving around on foot is kind of an afterthought/funny little consequence of a model falling off a trukk, where then you get to see the terrible hilarity that befalls him.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in no
Longtime Dakkanaut





Originally GorkaMorka is awesome, you have some great ideas here to modernize it.
   
Made in us
Shadowy Grot Kommittee Memba






Baxx wrote:
Originally GorkaMorka is awesome, you have some great ideas here to modernize it.


We didn't really do too much to modernize it, just added stuff to incorporate current models. There's still a bunch of things we want to add in (We have ideas for Kustom Mega Blastas and Snazzguns, making them a single piece of highly customizable equipment only available to nobz and spannas, as well as rules for Kilkannons/Lobbas/Deffrollas on battlewagons) and rules we need to clarify (is the "save" you get from Extra Armor on a vehicle a real save that is affected by Save Mod?). We haven't really messed around too much with the core rules except to decide that bikes were a little weak for the 19 teef you pay for them and they should probably have access to at least a S4 gun to have a chance to leave a dent on a Trukk.

Currently the standard gun on a bike roughly translates to a Twin Shoota (S3 AP- D1 with 1 Sustained Fire die) but all the locations on a trukk/buggy require you to roll Strength+D6 and get 8 or higher to do any damage. We definitely didn't want to bump shootas up to S4 because otherwise a trukk full of boyz just unleashing a broadside would be the best weapon in the game. So we added

Driver Linked Twin Dakkaguns - 4 Teef

Warbike only. Short Range: 0-9". Long Range: 10-18". To Hit Short: +1. To Hit Long: -. Str: 4. Save Mod: -. Damage: 1. Ammo Roll: 3+.

Special: Sus. Fire 1D.

Just a shorter range, higher strength twin shoota for the same price. Otherwise, bikes just kind of prey on footers, which we never really had appear in the game unless someone got knocked off or their vehicle got destroyed.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Shadowy Grot Kommittee Memba






I'm planning on running a slightly simplified version of Gorkamorka as a Convention game next year, and I've started testing 200 teef lists against each other to see how balanced they are.

So far, the five teams are:

1) Grot Mega Tank, Grot Tank Commanda with 2 guns, Grot Tank with 1 gun

2) Battlewagon with PK nob and 4 Boy passengers, Shokkjump Dragsta

3) Deffkilla Wartrike, Kustom Boosta-Blasta, 4x Warbikers

4) Trukk with Wreckin' ball, Snazzgun nob, 2x shoota boy passengers, 1x Warbike, Boomdakka Snazzwagon

5) Ruckatrukk Squigbuggy, Megatrakk Skrapjet, Trukk with 3x slugga/choppa boyz and a boarding plank

In early playtests, I've run 4 players against each other with scoring based on kills (1 point for "Mediocre" kills like shooting, 2 points for "good and orky" kills like rams and melee, 3 points for wrecking a trukk or scraggin' an enemy leader) and the teams seemed pretty balanced. The Battlewagon team got some seriously unlucky damage rolls and got their big vehicle popped extremely early though. I didn't test Team 5.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Fresh-Faced New User



UK

Sounds great. Any chance of sharing these simplified rules?
   
Made in us
Shadowy Grot Kommittee Memba






Sure! My basic idea is to provide a summary document that allows players to jump in and get started quickly (attached) while still using the basic damage tables, mishap tables and the lengthier rules for things like stikkbombs and scorchas in my copy of the main gorkamorka rulebook. I've also begun to compile sheets for the vehicles and infantry people will have in their mob, with some of the stats clipped out and incorporated into the rules summary. This is all still pretty work in progress. For the actual game, each player will just have a compiled set of cards for his mob - as I have it now they're all just on one sheet.

I've done some trimming of the rules for the purposes of making the game work a bit better for a one-off game - we won't use Bottlin' Out, Hiding or Overwatch because I want the focus to be on high speed chases and maneuvering rather than castling up and overwatch camping. The removal of Bottlin' out also means I can pretty much remove the Leadership stat from the unit cards - all I need to do is put the few cases that leadership matters, like Swerving away from a ram, directly into that rule. Everyone has LD7, so if you want to Swerve, roll a 7 or better on 2 dice to do that, and you have one less stat needed on the character card to keep track of. I also removed Leadership tests for Pinning from Grots in favor of making them statistically weaker than Boyz in a couple different areas.

Other stats, like Weapon Skill, I can make a bit easier by simply printing the effect of the rule rather than requiring players to do the math - instead of adding WS2, WS3, or WS4 to your attack roll, just make grots boyz and nobz have +0, +1, and +2 and call it "melee to hit". Melee weapons in gorkamorka are also pretty simple, mostly just strength modifiers, so I just put that right into the statline where applicable.

Since the real fun of Gorkamorka is in the mad max vehicle fights and not (IMO) in the minutia of keeping track of infantry stats and abilities and various statuses, I've beefed up the vehicle rules a bit and trimmed down on infantry.

 Filename Gorka summary.docx [Disk] Download
 Description
 File size 511 Kbytes

 Filename Gorka Model Stats.xlsx [Disk] Download
 Description
 File size 22 Kbytes


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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