Post by treadiculous on Jul 24, 2023 12:33:02 GMT -5
So I decided to make a One Page Rules style MAd Max game. For Orks. (though any models and vehicles would work!)
The Track was a figure 8, with two buildings as the inner parts of the '8' with the guideline being that both buuildings must be circled before crossing the finish line.
Here's some images to wet your appetite before I show the rules:
The rules:
MAD MAX ORK RACE!
Its a RACE, First one round the whole track wins!
Everyone moves, roll to see who goes first each time.
Everyone shoots, roll to see who shoots first each time.
One Trukk, One Driver and 4 Boyz.
Movement Shooting Close Combat Wounds Save
Trukk 12* 5+ nope 12* 4+
Ork Boyz 6 5+ 4+ 1 4+
*As wounds decrease, this has direct 1:1 ratio on movement, eg 9 Wounds = 9” movement
ORK BOYZ:
If rammed an Ork Boy (not passenger) is wounded on a 4+
boarding another vehicle (pause Vehicle Movement while attemp to board)
If on the ground roll 4+ if fail, they stay on the ground.
If vehicles are in contact, Boyz may board without rolling for success.
If jumping from one vehicle to another roll 4+, if fail they fall to the ground
If jumping, maximum jump distance is 3” (can be declared during vehicle movement).
When shooting can target passengers or the vehicle when targetting a vehicle
Boyz Shooting:
1 shot at 12” range, Hit on a 5+, Wounds Infantry on 4+ Wounds Vehicles on 6+
Passengers can shoot while riding. One Boy may use the Big Shoota instead of firing their crapy pistols.
If hit by a shot an Ork can fall out on a 4+, if on the ground a Hit can knock back a model 3” on a 4+
Close combat: simultaneous fighting, 4+ to Hit, 4+ to Wound or throw off vehicle. Each Ork within 1” gets one attack except drivers who cannot fight back.
If thrown off, shot off or jumping off a moving vehicle, the Ork is not wounded.
VEHICLES:
After moving the vehicle it may opt to turbo boost any number of times...
Turbo Boosts get more unreliable, 1st is 4+, 2nd is 5+, 3rd is 6+ Each Boost is 3”
A failed Boost roll makes the vehilce spin and end up facing in a random direction.
Turning:
Fast speed: 12” / Maximum May make 2 x 45 degree turns during movement.
Slow Speed: 6” / Half (rounding up) May make 6 x 45 degree turns during movement. (1 Turn per 1”)
Ramming: movement of ramming vehicle finishes at point of ram unless SideSwipe
Head On causes 3 damage to BOTH vehicles on 4+ (roll for each vehicle)
T Bone causes 2 damage to rammed vehicle on 4+
Shunt causes 1 damage to rammed vehicle on 4+
Side Swipe causes 1 damage to rammed vehicle on 4+
Vehicles have a Big Shoota:
3 shots at 36” range, Hits on 5+, Wounds Infantry on 3+ Wounds Vehicles on 5+
I'm not sure how that wil format, it might look a bit weird.
In terms of the game... well, there's plenty of ambigous wording to those rules, so play friendly and with the "most cinematic" result being the optimum (for example, it doesn't state that you need to roll when jumping if it isn't from a vehicle to vehicle, so jumping from a building onto a vehicle is an automatic success!) etc.
we had fun, though the track was maybe a little restrictive which made it hard for to overtake - next time will be a wider track!
Hope you like the pics and let me know if you try the rules out!