Brood Brother |
|
|
Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
|
I don't collect orks (yet anyway), but this sernario had to be made. ?At the moment it is suffering from my lack of ability to put my thoughts on paper in a way saner people can understand, but hopefully this will be corrected over time (as everyone becomes as crazy as I am ? )
But without further ado V1 of Katch Da Squigeon
Katch da Squigeon
"Right ladz. ?Da big boss has told us ta catch that da enemies carrier Squigeon, and if Them boyz of Murda skawdron git in da way? well it will be more ta Dakka to zog?
Introduction. Katch da squigeon is a Aeronautica Imperialis sernario for 2 or more players and a GM. ?It contains several special rules and has a new turn sequence to kapture the way that propa orks fly. ?The ?two most important things to remember when playing are to have fun and fly like an ork, not like some humise scum or pansy pointie eared git
Rulez
Turn sequence. 1. Choose manoeuvre 2. Roll for initiative 3. Movement phase 4. Squigeon?s movement phase 5. Tailing orks move 6. Shooting phase 7. Roll back the board
In KdS the movement phase is split into two parts. ?The first is for any orks that are not tailing the Squigeon, the second happens after the Squigeon has moved and is for all plans that are tailing the Squigeon, if more than one player is tailing the Squigeon then the player who has the initiative will move first.
The Squigeon The Squigeon (or more precisely the GM controlling the Squigeon) doesn?t have to decide which manoeuvre the Squigeon is going to use until it moves. ?In addition, each turn it may try to use a second manoeuvre each turn on a roll of 4+.
Squigeon stats Name: Squigeon Type: fighter Maximum altitude: 8 maximum speed: 6 minimum speed: 0 Thrust: 4 hits: 1 manoeuvrability: very high
Shooting the Squigeon To shoot the Squigeon a plane must be on the same altitude as it and within short range. ?In addition all fire power is halved when shooting at the Squigeon (it is such a small target), final it is only hit on a 6.
Tailing the Squigeon Ork flyboyz often find themselves fixating on Squigeon the few times that they get on ones six. ?This often proves fatal to them as they forget to pay attention to such things as speed, altitude or the cliff the Squigeon is flying them towards.
To represent this Ork pilots tailing a Squigeon most pass a skill test to act normally, if they fail their skill test then they must try to keep on the Squigeon?s tail and will automatically replace their manoeuvre with whichever ones the Squigeon has done. ?If they are force to make a manoeuvre that is of a too higher rating then they must pass a skill test or suffer a point of damage.
When Tailing a Squigeon an Ork is only allowed to fire at the Squigeon or any other tailing planes (to stop them getting the kill).
Setup KtS is played on a 6 by 4 rolling board. ?The Squigeon is place in the middle of the board and all the ork planes are placed on one short edge. ?They can be mixed up, or each Swadron can have its own starting area. ?It doesn?t matter as long as they are all on the same short edge.
Terrain The terrain should contain a random assortment of hills ravines and giant pillars or rocks for the orks to fly into
Rolling the board At the end of every turn that the Squigeon is in the half of the board furthest away from the players starting edge then it is moved directly backwards to the centre line. ?Next all other models are moved back exactly the same amount.
Whenever the board is rolled back roll a D6 to see what Ork forces are below
Roll Force 1 nuthin? 2 Cult of speed, 2D3 buggies (1 hit point vehicles) 3 Blitz brigade, D3+1 gun wagons (2 hit point vehicles) 4 Flak mob, D3+1 flak wagonz 5 ?Eavy cannon mob, D3+1 ?eavy flak cannons 6 Boss mob, 1 battle wagon (5 hit point ground vehicle) and D3+1 gun wagons, on a roll of a 6 one gun wagon is replaced with a flak wagon
Ground units All players should feel free to engage any ground targets they see, kollateral kasualties happen, and besides they might be da enemy.
Flak mobz and ?Eavy cannon Mobz The AAA mobz should be trying to shoot down the Squigeon (or they might be enemy mobz, it is hard to tell).
To represent this the AAA gunz will shoot at ?the nearest aircraft to them. ?However if the Squigeon is in range then the gun will try to shoot it down on a 5+. ?It will automatically miss, but at least it isn?t shooting down fly boyz.
Victory conditions No skwadron will give up chase of the Squigeon, so the game will only end when one of the following happens 1) 12 turns have been played 2) Only one skwadron is left 3) No one has any ammo left Once the game has ended add up victory points, the Squigeon is worth 100vp (if anyone bothered to try to shoot it). ?The Skwadron that scores the highest wins
_________________ Tyranid air marshal
|
|