Waagh! Jim Lad!

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Waagh! Jim Lad!

Post by Bob_Long on Sun Jan 17, 2016 6:57 pm

OK let's see if I can upload the Rules here for later use.

Waagh! Jim Lad! Mini-game – Roolz Page 1

Ship builds
Flat bottomed (to enable them to sit on the table! Duh!), no more than approximately 6cm long and no more than 3cm wide, I'd suggest no more than 6cm high too, so we don't end up unable to reach over them in the middle of the table! Ideally base them on card/plastic sheet which is 6cm x 3cm!
OK so adding to the above, 6cm long including any "Bowsprit" type sticky-outy bitz on the front please!
(You may exceed this by a max of a few mms if your big Kannon barrel sticks out in front - of course! We are Orks after all! Also a little lee-way of a couple of mms each way will be overlooked as builds inevitably tend to “grow” as time goes on!)
Powered however you want, but at least some semblance of motive power evident please, whether it be Squig-powered Paddle wheels, Grot manned oar-banks, Steam driven props or sails etc. I'd suggest with sails that you are probably going Snake Bites Klan, so be prepared to be ruled by the wind direction, which will be random! 
Also bear in mind that there will be Boarding actions of some sort, so ensure that your ships can be brought side to side with other ships and therefore can be "butted" up against each other.
Boarding ramps that can be lowered might be a nice touch too! 

Lets keep the armament standard too, Kannons, of course! 
1 large kannon forward facing - single shot,
1 medium Kannon each facing port and starboard- 2 shots “Broadside”
and 1 smaller Kannon facing aft – single shot! 
You can, of course, build as much Dakka as you want facing any way you want, but it will all only “count as” the above 4 Kannons! See also Deff Skulls for exceptions to the above rules!

Klans:
"Freebooters Klan" – True Pirate Orks - 1 single dice re-roll per turn, re-rolled result must stand even if worse than the original.
“Snake Bites” – Primitives – Sail power - +2D3cm with the wind; -1D3cm against the wind, +D3cm sideways drift wind from the side; +1S when ramming with the wind; -1S when Ramming against the wind.
“Deff Skulls” – More Dakka – 2+D3 Kannon shots to Port or Starboard Broadsides; but only Grapeshot for the Forward Gun.
“Goffs” – ‘Ard Boyz - +1S when Ramming; -1D3cm for all Movement
“Evil Sunz” – Speed Freeks - +1D3cm for all Movement; -1 Armour to the sides.
“Bad Moons” – Too Many Teef - +1 Armour to Front and Sides; -1D3cm for all Movement
“Blood Axes” – Sneaky Gits – Kommando Sub-akwa Assault Skwad (Effectively Manned Torpedoes) replaces Torpedoes, 90 degree Forward Arc only, No Scatter but range restricted to 9cm.

Page 2
Kaptin and Krew: Whilst Epic Krew will be fixed to the boats a 40k scale Krew will be needed for combat etc.
The Krew will be 1 Kaptin, 1 MadDoc/Painboy, and 5 Krew.
Kaptin and 6 crew must be 25mm based (40mm for the Kaptin if you want!) and separate, as they will be involved in Boarding actions / Skirmishes. 
Grot crew will be assumed and can be modeled as you see fit, but will not need to be WYSIWYG as the actual models will be assumed to be inside where necessary stoking boilers, prodding squigs and generally running the actual mekaniks of the boats, oh, and firing the Kannons of course! Very Happy!

Each Kaptin will start the game with 5 pieces of Gold/Teeth. In the event that he is captured in a Boarding Action the winning Kaptin takes all the Gold/Teeth on board the enemy ship! This can be used to repair damage or hire krew, see later for details.

All Crew should be armed with a Pistol and Cutlass, or the 40k Ork equivalent, Slugga and CCW.
I suggest the Kaptin has a "'Uge Choppa" and Slugga. Because he's Da Kaptin and has to keep those unruly Boyz in line!
I don't propose anyone having Heavy or Assault weapons as this is a secondary fighting mechanism and the primary stuff will be the Big Kannons on the ships themselves, and rightly so! We don't want to get sidetracked into a Skirmish game when the ocean is our oyster ... errr ..... 

Kaptin - 3 wounds (Nob Stats + 1 Wound!), 'Eavy armour (4+ Save), 'Uge Choppa/Cutlass (+1S, 2-Handed), Slugga/Pistol.
WS 4 BS 2 S 4 T 4 W 3 I 3 A 3 Ld 8 Sv 4+ (Kaptins have Ld 8 as they are in charge of their own boat! )

Mad Doc- 2 wound (Ork Boy + Stats), Flak armour (5+ Save), Choppa/Cutlass, Slugga/Pistol.
WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 5+ 

Krew - 1 wound (Ork Boy Stats), Flak armour (5+ Save), Choppa/Cutlass, Slugga/Pistol.
WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 5+ 

The Mad Doc, whilst still alive, confers "Feel No Pain" on all the Krew, including the Kaptin. (5+ Save).

In order to Krew a ship you will need a minimum of 2 Ork Krew (including Kaptin or Mad Doc). Naturally the actual running and working of the ship will be performed by Grots, loads of ‘em! However, without at least 2 Ork krew to keep them at work and in order, they will automatically revert to type and hide below decks drinking Squig Brew and eating the remaining ships biskits!
Any ship with 1 or less Ork Krew can be automatically taken over by any Kaptin with Krew to spare. The remaining Ork crew member will automatically obey the new Kaptin! So, unless a ship is sunk it is still a playable piece on the table. The player will merely “drift” (D3cm Random direction each Movement Turn) until such time as he is seconded into another Fleet!
Turn sequence: Page 3

N.B. Following the random first turn allocation, each turn will start with the player to the left of the player who went first in the previous turn.

1)First, for the benefit of Snakebites, Wind direction is rolled, roll a scatter dice and take the direction rolled until it changes next turn or because of a Random Event.
2) Random and Non-player Events Phase - mines, Kraken etc. The results of any detonations or damage are worked out before the Player turns. (Not for the First Turn of the game!)
3) Movement Phase; all players place a card/marker by their ships/mark on a Roster sheet denoting which Manoeuvre they have chosen for this turn. Then in turn sequence, all players move their ships.
4) Shooting Phase; with the exception of the first turn, in Turn sequence all players may shoot whichever guns may be brought to bear against any enemy, taking account of Damage/Shaken etc. or the Player may choose not to shoot and try and repair some critical damage – Use the Grot Riggers rule.
5) Boarding Phase; with the exception of the first turn, if a player has successfully drawn alongside an opponent he may carry out a Boarding Action. All surviving Ork Krew will swarm across to the enemy ship and attempt to kill or capture them all, with a view to taking over the ship. 

Game Objectives
1) “Last Boat Afloat” – if yours is the last Boat still afloat you win by default (obviously). If however there are other ships but which are down to 1 Hull Point Remaining and yours is the only ship still maneuverable, then once that turn’s Shooting Phase “Grot Riggers” repair rolls have been made, if there are still no other ships with more than 1 Hull Point Remaining , then you are the winner!
2) “Weez Da Only Fleet On Da Oshun!” – If your Fleet succeeds in capturing all other remaining ships then you win automatically as yours is the only Fleet around. 
3) “Da Best Of Da Rest” – Victory points are awarded for Sinking or Capturing enemy ships. Obviously if a Captured ship is then taken off your fleet by another enemy Boarding Action, then you lose that VP and it goes to the other Kaptin! At the end of the game, due to time or turn limits, the Kaptin with the most VP’s wins. In the case of a Draw the ship with the most Hull Points remaining wins.


Movement Phase: Page 4
N.B. Ships are placed at the end of the card/move not bow to bow but bow to stern!
Manoeuvre Cards - At beginning or end of turn move, Card lengths approx 8cm x 5.5cm:
Card 1: Full Ahead! Straight - 12+2D3cm, Minimum move 4.5cm + Card + Ship length
Card 2: Veer to Port/Starboard! Shallow 45 degree turn - 12+D3cm, Minimum move 3cm + Card + Ship length
Card 3: Hard A-Port/Starboard! 90 degree turn - 9+D3cm, Minimum move 2cm + Card + Ship length
Card 4: All Stop! Straight - 3D3cm (Stopping distance!), Minimum move 1.5cm + Card + Ship length
Card 5: Full Astern! Straight back or Shallow turn - 4 D3cm (Only from a Stand Still!), Minimum move 1.5cm + Card + Ship length
Average maximum moves will therefore be approximately:
Card 1 = 12+4+8cm = 24cm (Max 26cm Min 12.5cm) + ship length
Card 2 = 12+2+8cm = 22cm (Max 23cm Min 11cm) + ship length
Card 3 = 9+2+8cm = 19cm (Max 20cm Min 10cm) + ship length
Card 4 = 6+8cm = 14cm (Max 12cm Min 9.5cm) + ship length
Card 5 = 8+8cm = 16cm (Max 20cm Min 9.5cm) + ship length

Shooting Phase:
Main Guns – Grot Krew BS3.
- Sluggas: R:6cm S:4 AP:5 – these can be fired during the shooting phase if the ships are in range (say <3cm apart) but not yet in a Boarding Action. Closest enemy models taking the hits in order and saves thereon. The enemy are also allowed to return fire at the same time as the player whose turn it is! This is an obvious retaliatory/defensive reaction and thus the attacker’s Krew gets the Initiative and fires first and the target ship’s Krew fires afterwards. Sluggas are only used as Additional Hand Weapons once the Krews perform a Boarding Action.
Guns/Shells:
Front Kannon: 18cm Range, Krak S9, Grapeshot N/A
Side Kannons: 12cm Range, Krak S8, Grapeshot S4
Aft Kannon: Krak N/A, Grapeshot S4
Grapeshot: Range 4cm - D3 hits

Grapeshot is entirely Krew target-related.
It's the case of "Sweeping the decks" prior to boarding or being boarded!
The side guns are to give the option, try and sink the enemy boat or try and whittle down the Krew, the Aft gun is purely there to deter anyone from trying to board from behind! (They don't like it up 'em!) 
N.B. Grapeshot cannot be fired at ships who’s Krews are engaged in Boarding Actions as the risk of hitting your own Kaptin/Krew is too great!

Torpedoes: 
Each ship has 2 x S9 Torpedoes which are launched simultaneously during any Shooting Phase.
Each torpedo travels in a straight line forward from the launch ship in a parallel formation for 24cm or until they reach a target, however, at the end of the 24cm/movement the destination point “scatters” 2D3cm from its intended point.
So measure a straight line from the ship for each torpedo and mark the spot up to 24cm, remembering that they start parallel, then scatter each destination point randomly for the 2D3cm and then move the line to that point. If any ship lies under that line, the first in line is hit by a torpedo, or even two torpedoes! If they miss all ships then they sink to the bottom without detonating! N.B. Blood Axe “Manned” Torpedoes do not deviate but do fire forwards arc only!

Boarding Phase: Page 5

"Coming alongside" for Boarding Actions:
If you can position your ship within 3cm of the enemy ship, using only the Movement phase and Manoeuvre cards, then you have a good chance of a successful Boarding Action. Say 3+ on a D6. On a 1 or 2 the Gaffs and harpoons and boarding lines and hooks fail to attach and drag the enemy ship close enough.
And if you can get within 1.5cm it's only fails on a 1.

Carry out a Close Combat phase with the attacking Krew getting the Initiative with a Furious Charge. The surviving defending Krew will all gather to meet the invaders. 
A win in combat will see the winning Krew take over the opponent’s ship. In the case of a Drawn Combat, the fighting will continue in the next engaged players turn until one side or the other is defeated. 
As you can tell, a Boarding Action is pretty decisive one way or another and is NOT to be undertaken lightly! If you Board another ship and lose, you will lose YOUR ship! 

Please note, Kaptins will automatically fight against the enemy Kaptin unless he has already been “dispatched”! “Kaptin’s Rumbles” will always be “One on One”. 
The rest of the Krew will fight as a “mob” against the enemy Krew. Injuries and saves being taken as required. Wounds to be allocated across the Krew by the owning player.

Special Rule for Painboys – You always choose to either “engage” or “hang back” in a fight with your Painboy. Of you “Hang Back” place the Painboy 2cm behind the action. He does not fight but everyone in your Krew gains the Feel No Pain rule as he runs around fixing up wounds and throwing them back into combat. Alternatively the Painboy can fight alongside the Krew but will not confer Feel No Pain on the rest of the Krew as he’s too busy trying to “kill and survive” himself!

The losing side tests on Leadership, as normal, and if they pass will continue to fight, if they lose they are “taken over” by the opposing Kaptin. Alternatively after each round of combat, if the losing side passes their Ld test, they can choose to “Surrender” to the opposing Kaptin and become part of his Fleet, if this is the case the winning Kaptin gets 1 more automatic hit against the enemy Kaptin with normal saves allowed, just to show how Peed-off he is not to get a decent fight! Very Happy

Once the outcome is decided, the losing Krew will automatically be under the Kommand of the winning Kaptin, including the enemy Kaptin if he survives! Thereafter the ships will operate as a “Fleet” under command of the winning Kaptin, until such time as a ship is sunk or successfully Boarded by another Kaptin. 
Note: The losing ship will still be operated by its owning player; it will just be under overall Kommand of the winning player and will be “Under orders” as such.





"Ramming Speed!”: Page 6

There will be some Kaptins that just want to Ram other ships rather than Boarding them.

If a Kaptin plots a course which directly intersects with another ship in the Movement Phase, providing that the other ship has already moved, then the “Ramming Action” can be attempted. 
Firstly the Kaptin being targeted will attempt to evade ramming. A successful Leadership Test will mean that the targeted ship will move to one side of the Ramming ship, which will just continue on its plotted course, if there is any minimum movement remaining, or may remain alongside the target ship if the Movement variables allow it to do so. 

The Speed of the Ramming Ship immediately prior to impact will determine the Strength of the impact, so measure the distance moved very carefully and use the following table:
Less than 9cm - Strength 6
9cm–12cm - Strength 7
>12cm - Strength 8

Add +1 Strength to the Impact if the ships are heading towards one another and subtract -1 Strength if they are moving apart.
Work out the damage to the target ship, then, work out whether the Ramming ship has suffered any damage as well.
Use the Ramming Strength -1 to work this out.

Snakebites’ ships with Sails will be adding +1 to their Strength if they are sailing with the wind and subtracting -1 if against the wind. If the wind is to the side then there is no change from the above table.

“Crashing/Running aground”:

Any Kaptin who, through misjudgment or compulsory moves, runs into the dock or another ship or runs aground at an island is treated as being the subject of a ramming attack using the previous speed prior to crashing to establish the damage. If it is another ship that is in the collision, use the normal ramming rules. There is no reduction to the Ramming Strength on your ship as it was not a planned manoeuvre!
Grounded ships must spend a turn aground before restarting their voyage, if capable of doing so and not too severely damaged. A ship starting from a grounded position may resume in any direction directly away from the grounding terrain.
Hitting the edge of the board counts as “Running aground”.


Ships: Page 7

Hull points 5

Armour: Front 12, Sides 12, Rear 11

Ramshackle 6+ Invulnerable Save (not applicable to Grapeshot rounds)

Damage to ships, for each Hull Point lost you lose 1D3cm Movement, thus making it easier for an enemy to Close for Boarding the more damage you have taken from Kannon fire in advance. 
5 Hull Points = normal Speeds.
4 Hull Point's = -1D3cm every move
3 Hull Point's = -2D3cm every move
2 Hull Point = -3D3cm every move 
1 Hull Point's = Becalmed
0 Hull Point = Sunk!

Damage Table:
All Glancing and Penetrating hits remove one Hull Point.
Penetrating Hits roll on the table below; no matter how many penetrating hits you receive, you only roll once on the table per Shooting Players turn! It is therefore possible to have to make more than one roll if more than one player shoots at you!

Roll a D6 -
1 = Unable to fire Grapeshot next turn, all the ammo has been scattered across the decks and the Grots will take 1 turn to collect it all up.
2 = Unable to fire Krak next Turn, the shells are being brought up from below decks and the Grots are objecting to having to work in these conditions! Until they get a slap from the Kaptin and Krew!
3 = Crew Shaken – Unable to Shoot next turn, cannot instigate a Boarding Action (but will respond in full to anyone Boarding them!)
4 = Gun damaged, roll a D6, on 1 the Fore Gun is damaged, 2 or 3 the Starboard gun is damaged, 4 or 5 the Port gun is damaged, 6 the Aft gun is damaged. You may not use the gun until it is repaired. 
5 = Rudder damaged, unable to turn to Port or Starboard/Change course until the damage is repaired.
6 = Engine/Sails damaged, unable to Change speed until the damage is repaired. The ship continues whatever Movement and Manoeuvre it carried out last Movement Turn. So if the last turn was a Full Ahead! Straight – then that is what will be repeated every turn until the repair is carried out (or until the ship crashes etc!)

Grot Riggers can repair any single point of damage in the Shooting Turn instead of manning the guns!
4+ on a D6 repairs one point of damage that turn.



"Landing" Page 8
Landing on Islands or in a Harbour, as there's no danger of the land fighting back or rolling about in the swell, if you can get to within 3cm you only fail to land on a D6 roll of a 1, i.e. the tide turned or something. Move your ship onto “dock” alongside the land/harbor at the closest point to your ship, facing in the direction you were headed. When starting out from a docked/landed position the ship may move in any direction directly away from the land/dock.

“Treasure Island”
When Landing on an Island or Rocky Outcrop there will be a chance that there is hidden treasure to discover. 
Roll a D6, on a 5 or 6 you discover 1 of the following:
1-4 – Gold / Teef stash – You find D3 Gold Pieces/Teeth - Da Kaptin takes it all and stores it aboard for a “Rainy Day”. This can be used to carry out repairs or recruit krew when in Port.
5 – Squig brew, gallons of it! – Da Kaptin and Krew get absolutely Squig-brained and Miss their next turn drunk and / or Hung-over!
6 – Rocks and sand – Fraggit, complete waste of time!

“Making Port – Safe Harbour”
A Kaptin can make for Port and Safe Harbour to make repairs or recruit new Krew.
There is a Minimum stay of 1 Turn when in Harbour. Thereafter on a 3 up on D6 at the beginning of the player’s Movement Phase the repairs are complete and Krew recruited and the Kaptin can make haste out of the Harbour.

- Repairs can be carried out by trading 1 Gold / Teef counter for 1 Points of Damage.
- 1 Krew can be recruited by trading 1 Gold / Teef counter.
- 1 Ship’s Doc (there can only ever be 1 Ship’s Doc) can be recruited for 2 Gold/Teef counters
- 1 Kaptin (there can only ever be 1 Kaptin) can be recruited for 3 Gold/Teef counters

Once in Harbour at the Docking facility there will be no Shooting and No Boarding/Assaulting. 
Da Big Boss of Da Harbour makes sure of that! Any Kaptin who breaks Da Roolz is “disappeared” and his boat is auctioned off to pay his “disappearance costs”!













Random Events: Page 9

With the exception of the First Turn, at the beginning of the Random Events phase, each player/ship rolls a D6, on a roll of a 6 a Random Event takes place either affecting the whole game or a specific player.

Mines are in addition to this roll and will move after any Random Events but before the start of the normal turn.

Mines: There will be a number of Random Floating Mines equal to the number of players. They will be placed at random before the first turn, at least 9cm from the board edge or the docks. These mines will move randomly D3cm throughout the game at the beginning of each Turn, before the Movement Phase. They are S8 and Armour 11 and can be targeted in the Shooting Phase. If one drifts into a ship during the Random Movement it will detonate, remove the Mine Marker from the board and work out the damage to the ship.

Kraken: The arrival of a Kraken on to the playing area. It will arrive at a randomly decided point on the outside edge of the table, roll a Scatter Dice and measure from the centre of the board to the outside edge. Place the Kraken at that point. In the Movement Phase the Kraken will automatically move towards the nearest ship, if there are two or more ships equidistant roll D6 and the lowest number becomes the target! The Kraken will move 3D6cm in the Movement Phase. A Kraken has 3 x S8 Attacks in close combat and therefore has to Impact on a ship to attack it. It has Armour value of 11 and 2 Wounds as it is very tough skinned! There will only ever be 1 Kraken at any one time as they are extremely territorial; therefore if a Random event occurs giving a 2nd Kraken it will be re-rolled.


Random Events Table. Page 10

Roll 2 D6, the lowest number is always the tens:

11 – "Sudden Squalls" – Mildly Stormy weather suddenly affects all vessels currently not docked or grounded. Every ship moves D3cm in a Random Direction.
12 – “Storm Warning” – Roll a Scatter Dice, all vessels currently not docked or grounded will move D3cm in the direction shown.
13 – “Becalmed” – All sailing ships (Snakebites) are unable to Move this turn, but due to the lack of anything else to do may have an extra round of shooting in the Movement phase
14 – “Snakes Onna Boat, Faasands of `em” – The player who rolls this event suddenly finds their ship assaulted by a huge shoal of Sea Serpents. The player must spend the turn ridding his ship of this infestation and may do nothing else this turn. Reacting to a Boarding Action is always permitted. Snakebites are immune to this event and merely look upon this as “Extra Rations”!
15 – “Hidden Shifting Sand Banks” – The Player who rolls this event suddenly finds his ship’s hull grinding against a previously unnoticed sand bank. If he is not docked or grounded this will reduce his movement to half the minimum movement for that turn, whatever Manoeuvre he decides upon.
16 – “Flying Squidgeon Attack” – The Player who rolls this event suddenly finds his ship being the target of a flock of Flying Squidgeons who have had rather too much fruit previously! The player must spend the next Movement phase removing all the highly acidic and toxic Squidgeon Guano from his boat before it eats through everything!

22 – “Random Currents/Whirlpool” – The Player who rolls this event, if not docked or grounded, suddenly finds his ship caught in a localized whirlpool or adverse current. Roll a Scatter dice, the ship will now be left facing in the direction of the arrow.
23 – “Outbreak of Skurvy” – The Player who rolls this event has not been treating his Grots to a decent meal regime and they’ve succumbed to an outbreak of Skurvy. The players Movement is reduced by 2D3cm and he may only fire half his guns (rounding up) this turn.
24 – “Chinork Target Practice” – When this event is rolled Da Chinork takes off and flies directly from one landing pad to another. Badrukk’s Goons who are flying Da Chinork are under instruction to periodically practice their flying and shooting skills “to keep their hand in”! If there are any ships within its front arc during this flight and within 24cm it will fire all its guns at those ships! It is armed with 4 x S7 Kannons and has unlimited ammo! So all ships in range will be shot at!
25 – “Beware! Mines!” – If there are any “spare” mines not on the table, a new mine is positioned at the table’s edge using a Scatter Dice and measuring from the centre of the table.
26 – “Ork Overboard!” – The Player that rolls this event finds his ship hit by an unexpected large wave and one of his Krew is washed overboard! The rest of the Krew struggle to save their mate. Roll a D6, on the roll of a 1 the Krew member is lost forever! Choose an Ork Krew member and remove him from the ship. If this brings your total Ork Krew down to 1 your ship becomes a drifting hulk!



Page 11
33 – "Sudden Squalls" – Mildly Stormy weather suddenly affects all vessels currently not docked or grounded. Every ship moves D3cm in a Random Direction.
34 – “Storm Warning” – Roll a Scatter Dice, all vessels currently not docked or grounded will move D3cm in the direction shown.
35 – “Da Grot Rebellion Strikes!” – The Player who rolls this event rolls a Scatter Dice and measures 4 D6cm from the centre of his ship and places “Da Dred NoOrk” at that point facing in the direction of another Scatter Dice roll.
The Grot Sub will then fire 2 torpedoes at the closest target ship in its forward arc. Treat the torpedoes as standard torpedoes per the rules. If there are no targets this turn, the sub will remain in play moving 3D6cm in the compulsory phase to bring it into attack the closest Ork ship. Once it has fired its torpedoes it submerges and is removed temporarily from the board. There is only 1 “Da Dred NoOrk” so if this event is rolled whilst the sub is still on the table re-roll the event.
36 – “Chinork Target Practice” – When this event is rolled Da Chinork takes off and flies directly from one landing pad to another. Badrukk’s Goons who are flying Da Chinork are under instruction to periodically practice their flying and shooting skills “to keep their hand in”! If there are any ships within its front arc during this flight and within 24cm it will fire all its guns at those ships! It is armed with 4 x S7 Kannons and has unlimited ammo! So all ships in range will be shot at!

44 – “Look! Mermorks!”- The Player who rolls this event suddenly finds his Krew are overcome by a sudden urge, following a ration of rancid squig beer, to follow an apparently intoxicating sight and sound of Mermorks coming from a Random Direction. Roll a Scatter Dice and choose the Manoeuvre card which most closely aligns with that direction for the Movement Phase.
45 – “Da Grot Rebellion Strikes!” – The Player who rolls this event rolls a Scatter Dice and measures 4 D6cm from the centre of his ship and places “Da Dred NoOrk” at that point facing in the direction of another Scatter Dice roll.
The Grot Sub will then fire 2 torpedoes at the closest target ship in its forward arc. Treat the torpedoes as standard torpedoes per the rules. If there are no targets this turn, the sub will remain in play moving 3D6cm in the compulsory phase to bring it into attack the closest Ork ship. Once it has fired its torpedoes it submerges and is removed temporarily from the board. There is only 1 “Da Dred NoOrk” so if this event is rolled whilst the sub is still on the table re-rill the event.
46 – “Beware! Mines!” – If there are any “spare” mines not on the table, a new mine is positioned at the table’s edge using a Scatter Dice and measuring from the centre of the table.

55 – “Da Kraken Awakes” – See Kraken rules above.
56 – “Beware! Mines!” – If there are any “spare” mines not on the table, a new mine is positioned at the table’s edge using a Scatter Dice and measuring from the centre of the table.

66 – “Da Kraken Awakes” – See Kraken rules above.

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