Da Dread Workshops and Da Jorney
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Da Dread Workshops and da jorney Credit to: Andy Chambers, Gavin Thorpe, Rick Priestley, Andy Kettlewell, Andy Kettlewell for creating Gorkamorka and Hunt da Dread mission which made creations of Deff dreads much easier. Made by: PauliusTheMad This falls under: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) Note: This is conversion of now discontinued Games Workshop’s game Gorkamorka (Also known as mad max with orks) however instead of usual warbands of orks, muties and grots this is focused on Meks traveling in great space hulks and space ships having some off time and enternaiment by constructing various machiens and fighting one another in the pits...as well as other locations in the future... “Travellin' through space is boring. Well, boring unless da hulk yer on is full of dem gene-sneakers, or a base fer da chaos lads wiv da spikes, or already has Boyz on it. Or if humie lootas come callin', that's always good fer a bit a sport. Or unless yer have a mutiny or two to pass da time, or unless strange fings start happenin', which dey usually do when yer out in da warp. One time we had some bloody great ugly fing come straight out of Weird Lugwort's 'ed! It butchered half da lads, that was pretty entertainin'. Come ter fink of it, space is a pretty good larf. And that's before yer find yerself a nice world ta crush!” - Bigmaw, Ork Runtherd. Somewhere out in deep space there are uncountable numbers of big and small ork krafts, ones they call kruizers and roks, as well as multiple space hulk infested with the greenskins, and those who reside here tend to get a bit bored living there, thus various bloody and violent games come into existence, and one of them would be known to the poor imperial schoolars who saw them and managed to transmit the message before being slain of “Dread WARS” Deff dread: 50 Teef (without weapons). Some spanners wishing to become accepted as proper meks will cobble together heafty machnes of death using whatever scrap and parts they can come across on their space ship or space hulk. Once done they will find a painboy willing to help them out to implant some poor ork into the deff dread, from where they can go an reck havock in the pits. M WS BS S T W I A Ld 5 -* -* 5 NA** NA -* -* -* * These statistics are based on the dread’s driver. ** Toughness of the driver is kept in mind for certain armor brake effects. Deff Dread is treated as Veihcle for puropose of ramming. Movement with deff dreads: Movement of deff dreads is done either on feet, wheels or tracks. Tracked versions is treated like tracked veihcle for purposes of movement (but without thruster unless such attachment is given to it), and dreads movement characterstic is increased to 6 Deff Dreads with feet May turn up to 90 degrees two times, after moving 1” forwards. When using thrusters, Dreads with legs may only move in a straight line. Dreads with wheels move like normal veihcles, but may move with thrusters as normal. Deff dreads may be fitted with: Dread guns, Dread Melee weapons and Twin Linked Guns. Dread may carry two gunz or dread gunz and two dread melee weapons. Deff dreads may also be upgraded with these gubins: Da Armored Legz: Increase leg armor value by 1 point. May be applied once. It shows ups in many ways from bits of scrap bound to the legs, to armored skirt to even some mad meks attaching small force fields to the legs of the dread. Extra Armor plates: Work like same gubbinz for trukks (Rulebook page 60 in da roolz), but only applies to hull and engine hits. May be applied three times. Usually just patchwork armor, yet some find other ways inprove their dreads resitstence with various trophies. Clean arm Pistons: Inceases dreads Strength by one. May be bought twice. Shroom-oil injection: A brew that is usually used to oil up all the joins gives dread some nice smoke when used in the engine. Once per battle may expel lots of black smoke to give penalty of –1 to be shot at. Extra Clips: Some orks love to shoot as much dakka as possible, thus meks like to fit em with some extra ammo. Ignore first failed ammo roll on the gun which you sellect while applying this gubbin. Loud Speaka’: Some meks install speakers of extra size on their dreads so that they are heard loud and clear from the bowls of the ship. Also comes in useful when trying to bait in bug boyz. Add 2 to rolls to be loudest during missions that use it. Magnet box: A large magnet attached to some part of the deff dread so it can carry scrap materials. Dread can now carry 3 scrap counters (instead of 0 due to lack of hands). Boosta/Thrusta: Huge thruster is fitted to the deff dread, allowing it thrusting forwards like a trukk or buggy. Deff Dread Driver: When Deff Dread is made an ork is usually installed into it immediatly, orks that are installed are most often ones that lost their limbs to the point where cybernetics just won’t cut it. Thus during course of the campaign one is free to get another deff dread and put in any unfortunate ork inside it (only meks of mek gangs aren’t allowed such treatment). However most such orks still have most of their head and body left, thus you are free to try and install Dok’s Suprise and Kranium implants into a deff dread driver with mek and painboy working together for ultimate end result of mad ork genius. Note: Instead of Kustom Thrusta Boosta ork is given Kustom Teleporta Pack and instead of Fungus Breath Lungs they are given Kustom mikro force field. Treat Kustom Cybork body as second layer of armor for rolls where weapon penetrates the hull and damages the driver (such as some hull damage effects). Other cybernetics that have effects on orks look are mimicked on deff dread exterior as well (such as horns and iron mask) Kustom Teleporta Pack: An odd creation of the mek boys, allowing ork to teleport out of a almost destroyed deff dread. If Deff Dread is destroyed but driver is not taken out of action, Deff Dread driver is not injured on a roll of 1-4 and instead is hurt only on roll of 1 (as pilot was too dim or distracted to push the button). Kustom Mikro Force Field: A small bit of wires and bits that creates a personal force field for the driver, allowing them to avoid hits that penetrate the hull and get inside on an armor roll of 5 Special rule - Post battle effect: If deff dread is destroyed due to driver being taken out (Such as Hull hits), on a roll of 1-3 driver suffers a serious injury. If Deff dread is destroyed, Driver is injured on a roll of 1-4 while dread rolls on veichle damage table on a roll of 1-3. Deff Dread Permanent Damage Table: 11-13 Destroyed: The Deff 33-34 Anoyinning clickin’: Due Dread lies in ruin. to some bent pipe the Spanner may try to dread squakes all the salage materials worth time. Increase any 3d6 from it. checks made for being loud by 1 and reduce drivers leadership by –1 when rolling for bottling out. 14-16 Baddly mangled: Roll 35-36 Unreliable system: D6 on this table, Before each battle roll a ignore captured, D6 for each arm, on a 6 destroyed, improved that arm doesn’t work and fixed results. for that battle. 21-22 Armor wrecked: 41-56 Fixed: With lots of Reduce armor by one works, squig oil and on a random location. dirty hands, the dread works as intended. 23 Bent Legs: Reduce 61-63 Captured: Dread was movement by –1. nicked by the rival mob, you may pay for it’s return (price descided by other player) or try to fight to get it back as described in scenarios. If it is not recovered, driver sufers as serious injury (and may be recovered by the mob), while dread is scrapped for 3D6 teef. 24 Fixer uper: It will work 64- 65 ‘Ard Looking: Inceases again, but must skip drivers leadership by 1 next game as it’s as it’s impressive to being patched up by walk about with such the mek (mek or damage and still fight. spanner skips next game). 25-26 Joint prone to jam: 66 Improved!: All When trying to turn permanent damage is roll a D6, on a 4+ turn fixed, somehow as normal, on a failure, run D6” forward. 31-32 Shakey compensators: Dread shakes wildlily after taking a step. -1 to shooting if it moved this turn. Experiance: As dreads pilot is normal ork, they gain experiance normally, however they may not be replaced, unless they die in action. Deff Dread Locations and armor penetration effects. 1 Legs – Effects 9 Armor 6 A Leg is blown off, Dread crashes down and falls into peaces. 5 Leg Buckles – Roll a D6 at the start of the dread’s subsequent turns, on a roll of 6 it collapses as described above. 4 Limp – Reduces the Dread’s Movement characterstic by D3’’ for rest of the game. 2-3 Blast – The Dread staggers D3” in random direction. 1 Staggered – Dread can’t move in it’s next turn.