Ork Hulk (Game 1) Turn 16

in slothicorn •  7 years ago  (edited)

Big Shoota Boy couldn't be happier!

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.


Hey! Stop dyin' all da time!
Youse lot are supposed to be smashing dem!
Just charge dem udder boyz and grab dat STEEM!


Last turn

Despite some incredible strategising, the dice rolls did not go in @pbocks nor @pandorasbox's favour... they did however go in the Big Shoota's favour as he completely cut up @pandorasbox. The Weirdboy is totally freaking out and has basically stuffed himself under the legs of the Klawboy to get away from the fighting.

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

NameMeleeRangeRoll to woundSpecial rules
KnifeYes1 square6+
SluggaYes3 squares5+Two shots
ShootaNo6 squares5+Two handed. Two shots
Big ShootaNo12 squares3+4 shots. Move or shoot
BurnaYes3 squaresAutoHits all enemies in range
Power KlawYes1 square3+
Frag GrenadeNo4-8 squares5+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:

PowerRangeRoll to woundSpecial rules
Smite12 squares5+
Headbanger3 squares3+Kills instantly
Warpath6 squares3+Doubles the attacks of an enemy Ork
Da Jump8 squaresNACan 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.



UPDATE 1 : @urbangladiator & @pandorasbox move closer to their prey. @justatouchfey shoots with her shoota but fails to wound the Klawboy.




UPDATE 2 : After @pbock and @happyme's moves. @pbock destroys the Big Shoota ork with some sneaky fraggin'




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!


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Sort Order:  

South 5

Done!

Alright I'm going in! South 4 and then I'm gonna take shots at the Klawboy. @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

damn again! @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 3.

FOILED!

Oh no, he's going to charge you now I bet... with a power claw!

I mean... of course he is... Klawboys love charging more than anything.

Ack!
South, West, South, South, South!
Catching up to do... again...!

You can do it... you're already ahead of @happyme!

5 spaces closer to the enemy please. I want to get to where pbock is eventually.

Done!

throw another grenade at the Big Shoota.

I no wanna die...

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 6.

FINALLY !

I guess after a couple of frags singe you, even if they don't wound you, you still end up cooked inside after a while XD

Ork Flambee for everyone !

Delicious!

Well done dude! I'm sure there's a lesson in there about persistence.

Good job!

In the fight of Humans vs Bots, @megabot defended you with 14.29% upvote courtesy of @daclawboyz!

Support @Megabot by delegating SP to the bot and get a part of 80% of @Megabot's profit.

Direct delegation links : 10 SP || 50 SP || 100 SP || 500 SP || 1000 SP || Any other amount of SP

Thank You !

Ork Enemy Turn:

Not many orks to move... you're all cutting through these big green monsters.

Ork 23 Klaw Boy charges @justatouchfey.
Power Klaw is +3 to wound... with the addition of the charging modifier (+1) means that the Klaw Boy needs a (+2) to wound @justatouchfey:

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

Hahahaha, amazing! I was so worried for you!

The Ork Weirdboy casts Smite on @justatouchfey... but first the psyker test (a roll of one makes his head explode):

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 2.

Weirdboy now casts Smite on @justatouchfey... needs a 5+ to wound. The weirdboy ignores close combat with his powers.

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

Well done young lady... you're invincible!