SANTA KLAWZ - The Unnamed Gorkamorka Site · 4 Shove that up yer stocking! As Santa Klawz meanders...

5
SANTA KLAWZ IZ COMIN’ TO TOWN 'Ez makin' a list. 'Ez checkin' it twice. 'Ez gunna find out who'z nazty an' who'z DED! A scenario by JAYDEN BARR adapted by BENJAMIN FOX and LIAM DAVENPORT. 1

Transcript of SANTA KLAWZ - The Unnamed Gorkamorka Site · 4 Shove that up yer stocking! As Santa Klawz meanders...

  • SANTA KLAWZIZ COMIN’ TO TOWN

    'Ez makin' a list. 'Ez checkin' it twice.

    'Ez gunna find out who'z nazty an' who'z DED!

    A scenario by JAYDEN BARR adapted by BENJAMIN FOX and LIAM DAVENPORT.

    1

  • 2

    NotmobzIn some scenarios there are

    characters that bear no trueallegiance to the mobs currentlyinvolved; players may be familiarwith the concept, perhaps under thename of NPCs, creeps, monsters orsimilar. Sometimes they activelyoppose both sides, other times theyare loosely affiliated with thedefending mob and must beprotected. In certain specialscenarios, both sides may have aNotmobz ally, where the goal is tobeat the other Notmob to the goalof the scenario.

    The rules for Notmobz varydepending on the scenario, but willalways be described in thescenarios where they are relevant.

    It's that special time of year - everyone knowsit in their bones. A cool breeze is coming infrom the Howling Hills and strange magic isafoot.

    No one knows why and ain't the strangestthing an Ork has ever done, but around thisseason he always comes knocking. Well, lessknocking more terrorising. That isn't to saymost lads don't deserve it - most of themhave done far worse than not wash behindtheir ears!

    Special RulesThe scenario uses the Bottlin’ Out, Fort, andScrap Counters special rules.

    Da DesertThis takes place in a fairly open stretch ofdesert with a fort in the middle of the table.Santa Klawz and his trukk full of merryshoota-wielding Grots will start the game inthe middle of the board in the open gate ofthe fort, facing a random direction (roll ascatter dice, place the fort on the table withthe gate in the table centre, facing the scatterdirection, place the trukk in the gate).

    MobsBoth players use their whole mobs. The twomobs will enter from opposite short sides ofthe table – setting up their entire mobs onfoot or in their vehicles within 12” of theirrespective table edges.

    Notmobz - Santa KlawzWhy he exists may be a lost to history but hedoes have a name. In fact he has several andthey're as varied as the descriptions ofsightings of him.

    Father Krumpmas to some, Santa Klawz toothers, a couple call him Krisp Krumple, andsome of the burna boyz even call him CinderKlash. Are they the same Ork? Where does hego the rest of the year? Perhaps the mystery ispart of the magic.

    Whenever he appears he's not alone thoughalthough whether his sleigh is pulled bysnarling cave squigs or borne aloft by boars is

  • 3

    Before the game roll twice on thefollowing table to determine whichskills Santa Klawz has:

    1. 'Ard as Nails2. Get Away Driver3. Dodgy4. Bomber5. Deadeye6. Gunboy

    Reroll duplicate results with the exception ofDodgy (it stacks with itself to improve his

    saving throw as normal).

    closest target to the vehicle. Once a target iswithin 8” they will switch to stikkbombsunless they are out of ammo (Burn ‘Ard willstart with krak stikkbombs and switch to fragonce they are exhausted).

    At the start of the game Santa Klawz’ trukkwill move forward 6” (using gas engines) thenswerve 45° in a random direction as if withouta driver (see page 34 of Da Roolz). It will followthis move sequence for the rest of the gameand does not thrust. If Santa Klawz’compulsory move would bring him on acollision course with scenery or anothervehicle, he will attempt a Leadership test andif passed swerves out of the way.

    Santa Klawz is the driver of the vehicle and soboarders will have to either outnumber ordefeat his grot Elvz before being able to fighthim as per normal Boarding Actions (see page43 of Da Roolz).

    At the start of each ofSanta Klawz' turns roll on

    this table to see whichsecondary weapon he isequipped with:

    1. Slugga/Six-Shoota2. Spear3. Chain/Flail4. Club/Choppa5. Frag Stikkbomb6. Krak Stikkbomb

    hotly debated. Many a seasonal brew housebrawl has started when the subject is broughtup!

    Regardless of which it is there's totalagreement that he never travels without anentourage of little helpers decked out in sillyhats and pointy ears.

    4 4 4 3 4 1 3 1 8Santa Klawz

    In addition to these stats he also has tworandomised skills (see box out).

    Santa Klawz is armed with a slugga and asecond random hand-to-hand weapon pulledfrom his sack each turn.

    Santa Klawz drives a trukk. It has no fixedweapon, no Kustomisations, and no Gubbinz.Also on the trukk are four grot “Elvz” - Burn‘Ard and three other Gretchin.

    Burn ‘Ard is armed with a shoota, frag andkrak stikkbombs. The three other grot helpersarmed with shootas and frag stikkbombs.Each turn they will fire their shootas at the

    4 3 3 3 3 1 3 1 5Burn ‘Ard

    4 2 3 3 3 1 3 1 5Elvz

  • 4

    Shove that up yer stocking!As Santa Klawz meanders around the boardhe drops packages for all the good boyz andgrots out there. Every turn place D3 counterswithin 2” of his trukk.

    Who can say whether the "presents" he dropsare made to be gifts or built to be explosivedeath traps? It's doubtful even he knows!

    If any model moves within 2" of one of hisdropped presents roll a D6. On a 4, 5, or 6 itexplodes just as if the model had been hit bya Frag Stikkbomb (see page 58 of Da Roolz). Ifit doesn't explode then treat it as a Scrapcounter (see page 89 of Da Uvver Book).

    Aside from Santa Klawz and the Elvz the onlyother thing on the trukk is a huge sack. Eachsuccessful armour penetration on the vehicle(from shooting, crashing, etc..) will dislodge aan additional D3 presents.

    Startin’Players should roll a D6 each to determineturn order. Unlike a normal scenario whoeveris first in the turn order is in reality second asSanta Klawz always moves first. All furtherturns follow this sequence of Santa Klawzthen players.

    Endin'The scenario ends when one mob puts SantaKlawz Out of Action, winning the scenario.Should Santa Klawz make it off the boardthen neither mob wins. Players can also loseby bottling out, bottle tests starting at 25%casualties. Unlike most scenarios a playercannot win just by being the last on the

    board. Play continues until they bottle out orSanta Klawz either leaves the board or is Outof Action.

    The winning mob receives two randomgubbins although players may wish to agreeto change this. For example two items fromthe rare trade chart, a voucher for two freevisits to Da Mek, or something else suitablyfestive!

    Other end of game conditions apply as perthe We Wuz 'Ere Furst scenario (page 92 of DaUvver Book).

    ExperienceWarriors that took part in the fight earnExperience points as follows:

    +D6 SurvivesAny warrior who survives the battle earns D6Experience points.

    +5 Wounding HitA warrior earns an extra 5 Experience pointsfor each wounding hit he inflicts during thebattle. Wounding downed warriors does notcount. Note that you only score 5 points forwounding an enemy, regardless of thenumber of wounds actually inflicted by thehit.

    +5 Penetrating HitA warrior earns an extra 5 Experience pointsfor each hit that penetrates a vehicle’sarmour, regardless of the result of thedamage.

    +1 Carrying ScrapA warrior earns an extra 1 Experience pointfor carrying a Scrap counter at the end of thegame. Scrap loaded onto vehicles doesn’t

  • 5

    Document Licensing DetailsThis document was adapted with permission by Benjamin Fox and LiamDavenport from a scenario written by Jayden Barr.Both this document and the original rules are licensed under a CreativeCommons Attribution NonCommercial ShareAlike 4.0 license.

    The "Santa Ork" artwork was created by Ian Mackey and is also under aCreative Commons Attribution NonCommercial ShareAlike 4.0 license.

    To view a copy of this license scan the QR code or visit:http://creativecommons.org/licenses/by-nc-sa/4.0/

    Unsure what any of that means? Visit http://gorkamorka.co.uk/creative-commons for an explanation.

    The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also licensedunder a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 license.

    earn anyone experience.

    +10 Bah! Humbug!The warrior who strikes the killing blow,putting Santa Klawz Out of Action gains 10experience points.

    +10 WinningThe leader of the winning mob gains 10experience points.

    VariantsJust because he's left the board doesn't meanit has to be over! Once Santa Klawz is within6" of a board edge treat the scenario as usingDa Rollin Road rules (see page 96 of Da UvverBook) from the start of the next turn.

    Santa Klawz will switch to using thrusters inaddition to gas engines after a turn of DaRollin Road (to give players a chance to catchup). He will continue to move as if out ofcontrol, taking leadership checks as required.

    Should he end up facing more than 45° awayfrom the direction of Da Rolling Road then hewill attempt to return to within that arcbefore continuing to move randomly.

    The game ends when Santa Klawz is Out ofAction or successfully leaves the far boardedge.

    Da EndThere you have it! A tale of festive mayhem tobe enjoyed by all. Well, perhaps mostly by thepresent-flinging maniac that is Santa Klawzbut close enough, right?

    If you're interested in taking a look at theoriginal text it can be found here:http://the-waaagh.com/forums/?showtopic=22208

    You might even get to see Jayden's excellentSanta Klawz model - complete with bolted onbeard!