Welcome to Orkhulk, a light-weight, fast-paced game of exploration, lootin', and shootin', Warhammer 40k Ork style. Each player runs one poorly-equipped ork that has recently ended up on a spacehulk, traveling to the next big battle. The objective is to be the ork with the best wargear at the end of the trip, this is accomplished by exploring the hulk and collecting materials to make proper gear. Time is of the essence, as the hulk will only be in the warp so long.
Gameplay is simple, explore and loot to gain scrap and special items, the build gear to help survive the hulk and increase you score. Score is for bragging rights only, but hey, it's kinda fun to try to build it up anyway
Each trip will end with a short description of how your ork does on his new home, and then everyone rolls up a new ork and does it all again on a new hulk.
I hope to run at least two turns per week, more if everyone posts often enough. If enough actions are in, and more than one day has passed, I will run the turn ready or not!
Character Creation:
Character creation is simple, each ork has four stats:
* Name
* Skill
* Wounds
* Inventory
Name can be anything you want, try to pick something "orky".
Skill are fairly simple, pick a mechanical effect you like, and then add any fluff you like to explain it:
1. -1 point to wound on danger rolls
2. -1d3-1 points on danger rolls
3. 1d(<loot roll> + 1)-1 extra scrap when looting
4. +1 to all crafting rolls
Wounds are bad. To keep things simple, they do not effect you in any way except lowering your score. To heal a wound you need to craft some kind of fix with a scrap cost equal to the wound point penalty, this can be as simple as a metal plate over a gash, or as complex as a fancy prosthetic limb. Crafting a healing item always succeeds.
All orks are assumed to have a choppa or other basic weapon, and possibly other starting gear. Whatever you pick, it is for flavor only. Your starting gear does not effect danger wounding, and does not have a point value.
Example Character:
Name: Hork
Map Number: 9
Skill: 'ard 'eaded (#2)
Wounds: Missing Arm (-4pt)
Inventory:
* 10 Scrap
* Rokit Launcha (+5pt)
Character Sheet Template:
[spoiler=<name>]
[b]Name[/b]: <name>
[b]Map Number[/b]:
[b]Skill[/b]: <skill>
[b]Wounds[/b]:
[b]Inventory[/b]:
[/spoiler]
The information here is for convenience. Full details are in the rules below.
Crafting Cost Table:
Green text is victory point value/Red text is crafting cost
* Light weapon (including melee): 2pt/8s
* Medium weapon: 3pt/12s
* Heavy weapon: 4pt/16s
* Basic armor: 2pt/8s
* Heavy armor: 4pt/16s
* Vehicle: 4pt/16s for the basic frame
- +2pt/8s per ork capacity
- +1pt/1 grot per grot capacity (does not have a scrap cost!)
- +1pt/1 weapon per mounted weapon (does not have a scrap cost!)
* General modifiers:
- +1pt/1 paint for paint (vehicle, armor, weapon) (does not have a scrap cost!)
- +1pt/4s for spikes, blades, and other minor improvements (vehicle, armor, weapon)
- +2pt/8s if powered (heavy armor, weapon)
To heal a wound you need to craft some kind of fix with a scrap cost equal to the wound point penalty, this can be as simple as a metal plate over a gash, or as complex as a fancy prosthetic limb. Crafting a healing item always succeeds.
Points for vehicles are divided evenly between all members of the crew that constructed it. To get points from a vehicle you not only need to contribute effort, it must also have a seat for you. Vehicle weapons only count their bonus if manned by an ork or grot.
1. 1/8 of the scrap cost is consumed, crafting fails.
2. Crafting fails, no materials are lost.
3. All materials are consumed and the item is shoddy quality.
4. All materials are consumed and the item is normal quality.
5. All materials are consumed and the item is normal quality.
6. All materials are consumed and the item is good quality.
You may spend an additional 1/8 of the crafting cost to add a +1 to the crafting roll, or spend 1/8 less for a -1. This bonus may be stacked, and the final bonus cost is rounded to the nearest whole number.
Loot Value Table:
* Wires: 3 scrap
* Soft material: 3 scrap
* Mechanical parts: 4 scrap
* Scrap electronics: 4 scrap
* Hand tools: +1 crafting roll
* Working engine: 4 scrap and +1 crafting roll
* Fusion core: 4 scrap and +1 crafting roll
* Hydraulics: 4 scrap and +1 crafting roll
* Set of tires: 4 scrap and +1 crafting roll
Basics:
Each room or stopping point has a "loot score" This is the target number for both loot and danger rolls. Higher score, higher chance of danger/loot. Each time an ork moves danger and loot are rolled for the room he ends up in, provided the room has not been explored in previous turns.
First a danger die is rolled. If you roll *higher* that the loot score, you are safe, otherwise look your roll up in the danger tables.
Once danger is resolved, looting begins. You always get 1 common item when looting a newly discovered room. Additionally a loot die is rolled. If you roll 1 you gain nothing aside from the guaranteed common item, otherwise look your roll up in the loot tables and proceed from there.
Instead of moving an ork may loot an already discovered room. This works exactly like the automatic looting, roll a die, look it up in the tables.
Each time a room is looted its score is reduced by 1. The score can never go below 1, and the score is not reduced until the end of the turn. The means that 2 orks looting a level 3 room both get the level 3 effects, but the room will be level 1 for the next turn. The automatic looting that happens when orks move into an unexplored room does not reduce room level.
When traveling already explored territory, orks may move up to twice the normal distance. When a groups of orks enter a new area, they get a shared danger roll, but individual loot rolls.
Danger Tables:
* 1: -2pt wound
* 2: -3pt wound
* 3: -4pt wound
* 4: -6pt wound
* 5: -8pt wound
Armor and weapons reduce the wound potential of dangers.
* Light gun/melee: -1pt
* Medium gun: -2pt
* Heavy gun: -3pt
* Basic armor: -1pt
* Heavy armor: -2pt
* Powered: -1pt (can be applied for both armor and weapon)
Loot Tables:
Each successful looting gains loot equal to the room's loot level.
The following table describes how many items of each grade you get when rolling a particular number in a given room.
R = Rare, U = Uncommon, C = Common
6: U C U C R
5: U C U C R
4: C U C U C
3: C C U C U
2: C C C C U
For example, you roll a 2 in a level 5 room you get 4 common and 1 uncommon item, roll a 6 in a level 5 room and you get 1 rare, 2 uncommon, and 2 common, roll a 4 in a level 2 room and you get 1 uncommon, and 1 common.
Remember, looting a room for the first time yields an extra common item!
Common:
1. 2 Scrap
2. 2 Scrap
3. 2 Scrap
4. 3 Scrap
5. Wires
6. Soft Material (cloth/leather/ect)
Uncommon:
1. Paint (random color)
2. 4 scrap
3. 4 scrap
4. Mechanical parts
5. Scrap electronics
6. Hand tools
Rare:
1. Grot
2. 6 scrap
3. Working engine
4. Fusion core
5. Hydraulics
6. Set of tires
Item Crafting:
Building an item generally costs 4x its score value in scrap. Any prosthetics cost 1x the score up to the amount of negative points added by wounds.
When crafting any item aside from ammo, 1d6 is rolled against the following table:
1. 1/8 of the scrap cost is consumed, crafting fails.
2. Crafting fails, no materials are lost.
3. All materials are consumed and the item is shoddy quality.
4. All materials are consumed and the item is normal quality.
5. All materials are consumed and the item is normal quality.
6. All materials are consumed and the item is good quality.
Shoddy items are worth -1pt, good quality +1pt.
You may spend an additional 1/8 of the crafting cost to add a +1 to the crafting roll, or spend 1/8 less for a -1. This bonus may be stacked, and the final bonus cost is rounded to the nearest whole number.
Special Material Values:
* Wires: 3 scrap
* Soft material: 3 scrap
* Mechanical parts: 4 scrap
* Scrap electronics: 4 scrap
* Hand tools: +1 crafting roll
* Working engine: 4 scrap and +1 crafting roll
* Fusion core: 4 scrap and +1 crafting roll
* Hydraulics: 4 scrap and +1 crafting roll
* Set of tires: 4 scrap and +1 crafting roll
Note that you can only use a special material if it makes sense as part of a given construct. Expect to have to justify its use as part of your description of what you are making.
Item Scores:
* Light weapon (including melee): 2pt
* Medium weapon: 3pt
* Heavy weapon: 4pt
* Basic armor: 2pt
* Heavy armor: 4pt
* Vehicle: 4pt for the basic frame
- +2pt per ork capacity
- +1pt per grot capacity (does not add to scrap cost!)
- +1pt per mounted weapon (does not add to scrap cost!)
* General modifiers:
- +1pt for paint (vehicle, armor, weapon) (does not add to scrap cost! Costs 1 paint.)
- +1pt for spikes, blades, and other minor improvements (vehicle, armor, weapon)
- +2pt if powered (heavy armor, weapon)
Points for vehicles are divided evenly between all members of the crew that constructed it. To get points from a vehicle you not only need to contribute effort, it must also have a seat for you. Vehicle weapons only count their bonus if manned by an ork or grot.
Examples:
* Mega-armor, with spikes, a power klaw, a rokkit launcha, and yellow paint is worth 15pt.
* A two ork buggy, with mounted 'evy shoota, red paint, and bladed bumper is worth 14pt.