Post by Soap on Nov 30, 2012 5:35:09 GMT -5
A few mates and myself are going to start playing Gorkamorka soon, so iv written up a risk style set of rules to keep things interesting. Can you pleas give your C&C please?! Thanks!
------ Da Waaaagh for dis rock! -------
Domination game
Players fight for control of a planet. Using a Risk map, or other suitable map, players take turns at choosing what territories they control. The Highest roll of a d6 dictates who places first, then players select a territory in a clock wise direction.
For the sake of argument, players have a mobs in each territory when it comes to attacking or defending. But we will just use the one mob. This can say how strong or well off a particular Ork nation is.
Once this is complete, players must mark where there capital is. This is counted as having a five piece fort, and a mine outside the forts walls.
In the event that a player will have more or less territories then the others, these areas will be fought for first. One victory for unclaimed areas will grant ownership of the area.
Bonus for having territory's
For each piece of land owned, at the end of a battle, a D6 is rolled. On the result of a 6, Ork explorers find scrap worth D3 teef.
Forts
Players can buy parts of forts to help secure there land. Parts are as follows
Wall
Cost 50 teef
Gated wall
Cost 55 teef
Corner tower
50 teef
Stand alone tower
70 teef
Players can also build mines that produce D6 teef after ever battle. Only one per territory.
Mine 80 teef.
When a territory is attacked with fort buildings, the owner dictates the set up of the fort. Other scenery is set up as normal. The owner may also start anywhere on the board, providing the mob is 12" away from another. If this cannot be achieved, the mob must start in the fort.
Up cost
Each fort piece (excluding capital) cost 0.5 teef per turn. If a mob can't afford upkeep of a fort, then they may sell a piece of the fort. The value is always added up to the nearest whole teef.
The value for selling is 15 teef, no matter what the building. Other players may buy the fort buildings for there own use, but they is an extra cost for D3 for every territory that piece passes the player wishes to move the building too. (This is a removal cost it does not go to the selling player, it's counted as paying Orks to move). If no other players wish to buy it, it's counted as being sold for scrap to what ever passing Ork wished to buy it.
Attacking
Forts are counted as vehicles with armour 10. Walls and towers may have fixed weapons attached and payed for separately. Only one weapon per wall, or two per tower. Each weapon must also be manned. Yoofs and grots get -1 shooting modifier as they are inexperienced, or just useless.
Invading
Before a battle, each player rolls a D6. The highest roller desides what territory will be attacked (it must share boarders with one of there own territory). All players then fight a normal game (with the above added rules when required). Any mob can fight and try to win territory points, regardless on how far away their other territory's are.
Each territory has 5 points. Each point decaires the influence over the area by a mob. A mob must have 3 points to control the territory. Once it's controlled by a mob, it may then have forts built. Regardless of any other points owned by other mobs.
Benefits of forts
Not only does it provide cover, and the ability to have fixed weapons. But each fort wall, gate, corner tower, or free standing tower also has a territory point. With a maximum of 5 territory points from Ork buildings, territory's can be made near impregnable. A maximum of 8 buildings can be built for each territory.
The only way to loose territory points is in battle. The mob that is declared the winner wins the territory point, and another mob looses a territory point. If more than one mob has territory points, then the mob who got the biggest beating looses the point. If this cant be desided, then the mob with the smallest claim looses the point. If the points are equal, then desided on a dice roll.
Note. Points held due to a mob having buildings cannot be won or lost the same was as normal points. The building has to be destroyed for the mob to loose the point.
In the event a mob has 5 territory points, three of which are claimed by buildings, then the loss of a battle will result in the loss of a point. So the mob will still have 3 points from the buildings, and 1 point for the mob. In any other case, the buildings must be destroyed to loose a point. So if two buildings where destroyed, and the mob lost the battle, they would lose 3 points, and the winner would win 1 point.
Building damage table
Once the armour has been penetrated on a building use the following table to work out the result. Result from a D6 roll.
1 - the shot hit a week spot and passed right through not causing any noticeable damage.
2-4 - significant damaged caused. Part of the building has collapsed. Any Ork inside or on top of the building takes a S3 hit using normal saves. The building still stands but armour is reduced by half.
5 - as above, but the building is destroyed
6 - BOOM! The building explodes all Orks in or n the building takes a S4 hit as normal.
If the building has the armour halfed twice, it is destroyed.
If, after the battle, the building remains on half strength, the owner may repair the building at a cost of 10 teef. If not, the building collapses from battle damage and is lost along with a territory point.
-------
End.
Thanks for reading. Please leave C&C!
Thanks again
------ Da Waaaagh for dis rock! -------
Domination game
Players fight for control of a planet. Using a Risk map, or other suitable map, players take turns at choosing what territories they control. The Highest roll of a d6 dictates who places first, then players select a territory in a clock wise direction.
For the sake of argument, players have a mobs in each territory when it comes to attacking or defending. But we will just use the one mob. This can say how strong or well off a particular Ork nation is.
Once this is complete, players must mark where there capital is. This is counted as having a five piece fort, and a mine outside the forts walls.
In the event that a player will have more or less territories then the others, these areas will be fought for first. One victory for unclaimed areas will grant ownership of the area.
Bonus for having territory's
For each piece of land owned, at the end of a battle, a D6 is rolled. On the result of a 6, Ork explorers find scrap worth D3 teef.
Forts
Players can buy parts of forts to help secure there land. Parts are as follows
Wall
Cost 50 teef
Gated wall
Cost 55 teef
Corner tower
50 teef
Stand alone tower
70 teef
Players can also build mines that produce D6 teef after ever battle. Only one per territory.
Mine 80 teef.
When a territory is attacked with fort buildings, the owner dictates the set up of the fort. Other scenery is set up as normal. The owner may also start anywhere on the board, providing the mob is 12" away from another. If this cannot be achieved, the mob must start in the fort.
Up cost
Each fort piece (excluding capital) cost 0.5 teef per turn. If a mob can't afford upkeep of a fort, then they may sell a piece of the fort. The value is always added up to the nearest whole teef.
The value for selling is 15 teef, no matter what the building. Other players may buy the fort buildings for there own use, but they is an extra cost for D3 for every territory that piece passes the player wishes to move the building too. (This is a removal cost it does not go to the selling player, it's counted as paying Orks to move). If no other players wish to buy it, it's counted as being sold for scrap to what ever passing Ork wished to buy it.
Attacking
Forts are counted as vehicles with armour 10. Walls and towers may have fixed weapons attached and payed for separately. Only one weapon per wall, or two per tower. Each weapon must also be manned. Yoofs and grots get -1 shooting modifier as they are inexperienced, or just useless.
Invading
Before a battle, each player rolls a D6. The highest roller desides what territory will be attacked (it must share boarders with one of there own territory). All players then fight a normal game (with the above added rules when required). Any mob can fight and try to win territory points, regardless on how far away their other territory's are.
Each territory has 5 points. Each point decaires the influence over the area by a mob. A mob must have 3 points to control the territory. Once it's controlled by a mob, it may then have forts built. Regardless of any other points owned by other mobs.
Benefits of forts
Not only does it provide cover, and the ability to have fixed weapons. But each fort wall, gate, corner tower, or free standing tower also has a territory point. With a maximum of 5 territory points from Ork buildings, territory's can be made near impregnable. A maximum of 8 buildings can be built for each territory.
The only way to loose territory points is in battle. The mob that is declared the winner wins the territory point, and another mob looses a territory point. If more than one mob has territory points, then the mob who got the biggest beating looses the point. If this cant be desided, then the mob with the smallest claim looses the point. If the points are equal, then desided on a dice roll.
Note. Points held due to a mob having buildings cannot be won or lost the same was as normal points. The building has to be destroyed for the mob to loose the point.
In the event a mob has 5 territory points, three of which are claimed by buildings, then the loss of a battle will result in the loss of a point. So the mob will still have 3 points from the buildings, and 1 point for the mob. In any other case, the buildings must be destroyed to loose a point. So if two buildings where destroyed, and the mob lost the battle, they would lose 3 points, and the winner would win 1 point.
Building damage table
Once the armour has been penetrated on a building use the following table to work out the result. Result from a D6 roll.
1 - the shot hit a week spot and passed right through not causing any noticeable damage.
2-4 - significant damaged caused. Part of the building has collapsed. Any Ork inside or on top of the building takes a S3 hit using normal saves. The building still stands but armour is reduced by half.
5 - as above, but the building is destroyed
6 - BOOM! The building explodes all Orks in or n the building takes a S4 hit as normal.
If the building has the armour halfed twice, it is destroyed.
If, after the battle, the building remains on half strength, the owner may repair the building at a cost of 10 teef. If not, the building collapses from battle damage and is lost along with a territory point.
-------
End.
Thanks for reading. Please leave C&C!
Thanks again