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Skullkrusha's 2

Posted: Sat Oct 13, 2012 2:49 pm
by JasperVR
1. Grand Basher: 20 -> 30XP, +1BS, Hip Shooting
2. Brother Gabe: 8 -> 11XP, +1BS, Dok’s Surprise: Kustom rokkit boosta
3. Zagzod: 8 -> 15XP, +1i, Shell shock: -1i, Major power: Telekinesis: 3. Deceleration field
+ Riot Shield
4. Waagrim: 8 -> 10XP
5. Teefword: 8 -> 16XP, +1A, +1LD, + Heavy Armour
0 Loot, 29 Teef

Re: Skullkrusha's 2

Posted: Sat Oct 13, 2012 2:53 pm
by JasperVR
Total Gang rating: 1124

1. 320
"Space Marine" veteran 120
Class: Paragon
Blood Angels 5
Personal Power Armour 150
Boltpistol 25
Hand weapon 10
advancements 10

2. 300
Space marine regular 100
Class: Gunner
Blood Angels 5
Personal Power Armour 150
Boltgun 35
advancement 5
Bionik 5

3. 179
Ork Regular 60
Class: Psyker
Shoota 15
Goff Clan 5
Heavy Armour 50
Riot Shield 25
Advancements 10
Major Power: LDxLD = 7x7 49

4. 130
Ork Regular 60
Class: Coach
Shoota 15
Goff Clan 5
Heavy Armour 50

5. 140
Ork Regular 60
Class: Smuggler
Shoota 15
Goff Clan 5
Eavy Armour 50
Advancement: 10

6. 20
Grot Recruit
Class: Medic

Re: Skullkrusha's 2

Posted: Fri Oct 19, 2012 11:16 pm
by JasperVR
I. Grand Basher Orkamungus 370


Sp.Marines M Ws Bs S T W I A Ld
Veteran 4 5 6 4 4 1 4 1 10
+1 BS

Carreer: Paragon
Fortified: This ganger has a natural 6+ armour save that can be combined with any other armour. Perfect Body: Ignore the normal characteristic value maximums for this ganger. All of his characteristics can be increased up to 10 through advancement.
[Leader Ability] Inspirational: If this ganger shoots, all other friendly gangers of the same species gain a +1 BS bonus. If he fights in melee, all other friendly gangers of the same species gain a +1 WS bonus. Either bonus lasts until the end of the current turn.

Skill groups: Combat, Shooting, Agility, Muscle.

Equipment

- Personal Power Armour
- Bolt Pistol
- Power Sword

(-Blood Angel)

Skills

Shooting
- 4 Hip Shooting: The model is allowed to shoot even if it ran in the same turn. However, if it does so it suffers an additional -1 to hit modifier and cannot count any bonuses from sights. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill.
- 5 Marksman: A model with the Marksman skill may ignore the normal restriction which obliges fighters to shoot at the nearest target. Instead, he can shoot at any target he can see. In addition, a model with the Marksman skill can pick which location of a vehicle he is shooting at.

Combat
-3 Feint: The model may trade any parries it is allowed to use for extra Attack dice at one die per parry. Declare that you are doing this before any dice are rolled. The model may choose to feint or parry each time it attacks (eg, you could parry one time and feint the next).
-4 Parry: This ganger may parry once in melee combat even if he does not have a weapon suitable for parrying. This stacks with parries granted by weapons, so a fighter with this skill and two swords could parry three times!


II. Brother Gabe “the not entirely blind” 310

Sp.Marines M Ws Bs S T W I A Ld
Regular 4 4 5 4 5 2 4 1 9
+1 BS, +1 T, +1W

Carreer: Gunner
Heavy Weapon Training: This ganger may carry one heavy weapon (remember that gangers without this ability cannot carry heavy weapons, although they can fire heavy weapons mounted on a vehicle).
Unwavering: If this ganger is hit by enemy shooting but not wounded (if the wound roll fails or he passes his armour save) he does not become pinned.
Skill groups: Combat, Shooting, Muscle

Equipment
- Personal Power Armour
- Boltgun
- Hand Weapon
(- Blood Angel)
Injury: (Linker) Arm Wound: The ganger has smashed one arm (randomly determine which one.) Although he recovers, his strength is reduced by -1 when using that arm (when using hand-to-hand weapons based on user’s strength, for example; also applies to two-handed weapons.) Each arm can only be wounded once, so ignore additional wounds on the same arm.

Bionik: 3 - Kustom Rokkit Boosta.

Skills:

6 Thick Skull: If a model with this skill is hit in melee combat reduce the strength of each hit suffered by 1 point.


III Zagzod 194

Orks M Ws Bs S T W I A Ld
Regular 4 4 4 3 4 1 2 2 7
+1BS, (+1I -1I) , +1A

Carreer: Psyker


Skill groups: Ferocity, Muscle, Combat

Equipment:

- ‘Eavy Armour
- Riot Shield
- Shoota
(- Goff)

Skills:

3. Chameleon
[used in psyker's movement phase]
This power can be used at the end of the psyker's movement phase. If the power works, the psyker counts as hiding until the start of his next turn, even if he is out in the open. Other normal hiding restrictions apply, so the power may not be used if the psyker ran or charged that turn, and he will still be revealed if he fires a weapon.

6. Immune to Possession
[always active]
No psychic test is required to use this power, it is always in effect. The psyker is immensely strong-willed and cannot be possessed by Daemons. He treats 'Possessed' results on the Perils of the Warp table as 'Ghastly Visions' instead.

2. Invisible Fist [used in psyker's shooting phase]
This power can be used instead of shooting with a weapon. Nominate a target fighter within 18". A wave of force slams into the fighter, pushing him back 1D6". This can make a fighter fall off a vehicle or terrain with the usual consequences. The fighter must also pass a Strength test or become pinned, even if immune to pinning from enemy fire.

3. Deceleration Field [used in opponent's shooting phase]
This power can be used at any time during the enemy shooting phase. If the power is successful place the pulse template in base contact with the psyker so that it is completely in his front arc. Any enemy shooting that passes through the template has its strength reduced by D3 (roll for each shot separately). If the strength is reduced to 0 or less the shot is negated completely. The power lasts until the end of the phase.

Injury: Shell Shock: The ganger survives but becomes nervous and jumpy. -1 Initiative. Multiples stack.

Notes:

IV Waagrim 150

Orks M Ws Bs S T W I A Ld
Regular 4 5 4 3 4 1 2 1 8
+1Bs, +1Ws, +1LD

Carreer: Coach
Instructor: This ganger can grant a +1 bonus to the Movement, Weapon Skill or Ballistic Skill score of one friendly ganger within 6” at the start of his turn. This bonus lasts until the end of the player turn.
Focused Lessons: As long as this ganger did not go Out of Action, you may re-roll the Advancement roll for one of your other gangers after the battle.

Skill Groups: Combat, Ferocity, Muscle, Social

Equipment:
-‘Eavy Armour
-Shoota
(-Goff)

Skills:
6 Friend Downtown (Haemonculus): This ganger is friends with someone in the service industry. Choose one of the following: Mek’s Workshop, Dok’s Serjery, Retired Haemonculus or Rogue Mechanicus. When he visits the chosen specialist there is a +1 bonus to the roll on the Outcome table. A ganger may gain multiple instances of this skill, each time choosing a different friend.


V. Teefword 155

Orks M Ws Bs S T W I A Ld
Regular 4 4 4 3 4 1 2 2 8
+1Bs, +1A, +1LD

Carreer: Smuggler
Crafty Merchant: This ganger receives a +1 bonus on all his rarity rolls when shopping for rare equipment, vehicle upgrades and beasts. Also, the random cost surcharge he pays for them is 1D6 less than normal. Greedy Bastard: This ganger can carry any amount of loot tokens and can also run while carrying loot.
Skill Groups: Combat, Ferocity, Muscle, Stealth, Survival

Equipment:
- ‘Eavy Armour
- Shoota
(-Goff)

Skills:
2 Self-Sufficient: This ganger can find his own food and ammo. Do not count him towards the size of your gang when selling Loot.

5 Fast Crawler: A fighter with this skill can crawl up to his normal Movement distance while he is pinned or down. Fighters without this skill may only crawl at half his normal rate when pinned or down.



VI. McGrot

Grot M Ws Bs S T W I A Ld
Regular 4 2 2 2 4 1 2 1 5
+1T, (+1T voor 8xp)

Carreer: Medic
Surgery: After each battle, if this ganger did not go out of action, you may re-roll the serious injury roll for one ganger, except for ‘Captured’ results. Decide whose result to re-roll after making all your injury rolls. If the re-roll results in a ‘Captured’ result then treat is as a ‘Full Recovery’ instead.
Skill Groups: Driving, Survival, Agility, Stealth
Skills:

1 Catfall: This ganger can land softly even if falling from a great height. Halve the vertical distance when calculating the strength of any hits which result from jumping or falling from terrain (but not vehicles!) Round fractions down. If the ganger is not wounded by the fall, he is also not pinned.

3 Withdraw: At the start of any melee combat phase this ganger may attempt to disengage from combat by taking an Initiative test. If he succeeds, he may immediately jump back 2" leaving all hand-to-hand opponents behind. If he fails he must remain and continue to fight as normal.
4 Leap Aside: This ganger is good at getting out of the way of explosions and blasts. When he is partially hit by a blast or template weapon or effect (including volatile terrain effects) he can re-roll the Initiative test to avoid getting hit.

VII. O’Grottington

Grot M Ws Bs S T W I A Ld
Recruit 4 2 2 2 2 1 2 1 5

Carreer: Explorer
Fast Exploration: This ganger allows you to roll two exploration dice instead of one when you send him to explore Nu Ork in the post-battle sequence.
Pathfinder: This ganger treats rough terrain as clear terrain and also treats very rough terrain as merely rough terrain. This also applies to his mount, if any.

Skill Groups: Agility, Survival, Stealth


XXXX KAS XXXX

121 Teef

Re: Skullkrusha's 2

Posted: Fri Oct 19, 2012 11:33 pm
by JasperVR
Spel 3 vs Glen: Catch the Squigon
Spel 4 vs Glen: Pumped up

I. Grand Basher:
- Power sword (53 teef)
Skills: Marksman
Feint
Parry

II. Brother Gabe
- Hand weapon (gekregen van Grand Basher)
+1 W
+1 T
Injury: linker arm
Skill: Chosen skill: Thick Skull


III. Zagzod (psyker)
+1 BS
+1 A
Major power: Invisible Fist (Glen: als ik het goed lees is dit ook maar 5+ rating, en is de LdxLd enkel voor het kennen van minstens 1 Major Power, niet cumulatief)

IV. Waagrim
+1 WS,
+1 BS,
+1 LD
Chosen skill:
Friend Downtown (Haemonculus)

V. Teefword
+1Bs

-Skills:
Fast crawler
Self sufficient

VI. McGrot
8 XP bereikt -> +1T (Growing into it)
+1T

-Skills:
Cat Fall
Leap Aside
Withdraw


In kas voor 2 spelletjes: 29 Teef

-> Loot van exploring plus verkopen Squigon: 6 Loot

-> 5 verkocht: 100 Teef -> totaal 129 Teef

-53 power sword -> 129- 53 = 76 Teef

In kas na spel 1: 76 Teef, 1 Loot

-> 2 Loot tokens door exploring

-> 3 verkopen, = 70 Teef -> totaal 146 Teef
-> aankoop grot: 146 - 25 = 121 Teef

In kas na spel 2: 121 Teef

Re: Skullkrusha's 2

Posted: Sat Oct 20, 2012 12:32 am
by Glenn
inderdaad, dus is het +10 + 7x7
Ik kom 214 uit bij men telling voor je psycher.

I. Grand Basher Orkamungus 370
II. Brother Gabe 320 ipv 310
IV.Waagrim 140 ipv 150
V. Teefword 145 ipv 155
VI. McGrot 50 ipv niks :p
VII. O’Grottington 20 ipv niks :p

TOTAAL 1269

Re: Skullkrusha's 2

Posted: Sat Oct 20, 2012 2:30 pm
by JasperVR
Yup ik had blijkbaar mijn data van ons 1ste spel gepost in plaats van gewoon het 2de spel, maar heb hier wel rekening mee gehouden in mijn lijst...


Wat zijn uw berekeningen voor de psyker, ik kom zelfs 234 uit nu.

VI. McGrot is toch maar 40? 20 basis, + 5x4 = 40?

Rating 1289

Re: Skullkrusha's 2

Posted: Sat Oct 20, 2012 4:45 pm
by Glenn
inderdaad 40P voor VI. McGrot.

III Zagzod 50(regular) +1BS(5) +1I(5) +1A(5)
heavy armour 50
Riot shield 25
shoota 15
goff (5)

Starting powers [2] (gratis)
Major power 7x7 (49)
2major powers (10)

1injury (-5)

=219

Re: Skullkrusha's 2

Posted: Sun Oct 21, 2012 10:50 pm
by JasperVR
"Kort" wat er tijdens de 24 uren gebeurd is.

1. vs Toon
I. +9xp, +1WS
II. +7xp, 2xChosen skills: Parry, Whirling Fighter
III. +6xp, +1s
IV. +7XP, +1WS, SKill Chosen: Haggle
V. +6XP, Skill Chosen: Infiltrator
VI. +6XP, +1S, New skill Chosen: Self Sufficient
VII. +6XP, +1S, +1T
2.2.2 -> shoota, 3 Teef
13 Teef scenario
4loot-> 70 Teef

Kas voor gevecht: 121 Teef; na gevecht: 207 Teef, Shoota.
Aangekocht: Power fist, Bolt Pistol (voor II)
Kas na aankoop: 85 Teef, Shoota, Bolt Gun (van II)

2. vs Toon, Glenn, Stijn
I. 1xp, +1S Nasty Flesh Wound
II. 2xp SKill: Disarm Nasty Flesh Wound
III. 1xp, Common minor power: 2. Psychic flare
IV. 2xp
V. 1xp , +1 Wound
VI. 1xp, +1A
VII.
5 Loot Verkocht -> 100Teef
Kas: 185 Teef, Shoota, Bolt Gun

3. vs Stijn
I.
II.
III. 6xp Common minor power: 4. Levitation
IV. 5xp Injury: Shell Shock; Skill: Parry; Shell Shock
V. 5xp Chosen Skill: Escape Artist
VI. 5xp Random skill: Dodge
VII 5xp +1LD, +1A Brain Damage
Kas: 185 Teef, Shoota, Bolt Gun
1 Loot scenario, 3 Loot exploring -> 80 Teef
Kas : 265 Teef, Shoota, Bolt Gun

4. vs Stijn
I. 3xp
II. 4xp Skill: Opportunist
III. 1xp
IV. 1xp, +1S
V. 1xp
VI. 1xp
VII. 1xp
Kas : 265 Teef, Shoota, Bolt Gun
Captured: Georgie -> verkocht voor 40 Teef
4 Loot -> 80 Teef
Kas : 385 Teef, Shoota

Employment agency:
VIII. Space Marine Regular, Personal Power Armour -> 260 Teef
385-250= 125 Teef
IX. Grot recruit: 25 Teef
125-25=100

Kas : 90 Teef, Shoota

I. 13xp +1Ws, +1S
II. 13xp Skills: Parry, Whirling Fighter, Disarm, Opportunist
III. 14xp +1s, 2. Psychic flare, 4. Levitation
IV. 15xp +1WS, +1S, Skills: Haggle, Parry; Injury: Shell Shock
V. 13xp Chosen Skill: Escape Artist, Infiltrator, +1 Wound
VI. 13xp +1A, +1S, New skill Chosen: Self Sufficient, Dodge,
VII. 12xp 1S +1T, +1LD, +1A , Brain Damage

Re: Skullkrusha's 2

Posted: Mon Oct 22, 2012 1:42 pm
by JasperVR
Correctie: De space marine die ik heb bijgekocht is een Blood Raven, en kost dus 260 Teef.

Re: Skullkrusha's 2

Posted: Mon Oct 22, 2012 2:10 pm
by JasperVR
Gang rating 1799. Shiiit.