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  • Actions and Player turn

    Each player activates one warrior at a time in an alternate activation format. 

    • Once a character has been activated, you remove the tokens next to the warrior, but you only trigger the top token.
      • If the top token is not an activation token, then resolve that token upon removal
        • For example, an “on fire” token has a resolve chart.
        • A “stunned” token would cause the warrior to miss their turn.


    Upon activation, each warrior may make two actions and may also use a clan ability.

    Warriors with the Fasta keyword activate in the fast phase. All drivers have the Fasta keyword!

    • All figures with the Fasta keyword must finish their activations in Step 2 – the Fast Phase, before any other warrior activates. This creates two tiers of activation on a turn. However, there are some exceptions, primarily, if a warrior activates a gubbinz during a vehicle move 
    • Once all warriors have activated in Step 2, you may move forward to activate all remaining warriors in Step 3.

    Each warrior may take two actions.  

    Actions are not repeatable except for move actions. You may choose from one of the four actions (or their sub-actions):

    • Move (repeatable) – Move up to 4” if you end up within 1” of an enemy figure, you and the opposing model are considered to be ‘stuck in’
      • Retreat  – Move 3” out of hand-to-hand combat. (You can premeasure to make sure you can get out of Hand-to-Hand range.)
      • Drive – Drive the vehicle up to its movement
      • Thrust – Use the Thrust Clan ability
    • Shoot – Make a Blastin’ check to see if you hit your target with a ranged weapon.
    • Fight – Make a Bashin roll for each Attack you have, rolling separately for each weapon. Additional attacks are made with the primary weapon.
      • Finish ‘im  – Range 1”: Put the killin’ blow to a downed warrior.
    • Use – Use an item, pick up an object / open / close / activate a Gubbinz / etc.

    Don’t forget! Before, after or during your activation, you may use a Clan ability!

    Downed warriors may only take the following action each turn: Crawl: The figure remains down, but moves at half speed with no movement penalties and may move out of melee combat.

  • The Game Turn

    The Game Turn has four steps:

    Step 1 – Initiative

    Initiative Phase (inspired by Warcry)

    • Each player rolls a D6 for each warrior or vehicle they have.
    • From the result, group up the singles, doubles, triples and quads
    • The player with the fewest # of single dice with a result of 4+ goes first. (This should give the player with fewer warriors an advantage)
    • Once the initiative has been determined, each player, in order of initiative, may place a wild die to either match another die and create a double, triple or quad, or they may remove one of their 4+ results to try and steal the initiative, or they may save the wild die until the next turn.
    • Set these dice aside and don’t touch them; they can be spent on clan and universal abilities – see below.

    Step 2 – Fast Actions

    Fast Phase (activating fast warriors and fast vehicles)

    • The player who has initiative may activate one fast vehicle or warrior

    Step 3 – Regular Actions

    Main Phase (activating remaining warriors and vehicles)

    • The player who has initiative may activate one vehicle or warrior

    Step 4 – Cleanup

    • Once all warriors on each side have been activated, that means the Game Turn is over.
    • Place a token next to each warrior and flip all cards upright again. 

    ALTERNATE DUAL INITIATIVE SYSTEM:

    • Determine the first player at the start of the game with a Revvin and Shoutin roll
    • On each turn, everyone rolls a D6 for each warrior
    • Assign a dice to each warrior by placing it on their card.
    • Warriors with Rash as a keyword, must take the lowest numbers.
    • During Combat Phase, going player by player, you activate all of your warriors by number. Meaning that on player 1’s turn, he activates all of his 1-initiative warriors first, then player 2 does, then player 3.  Then the player will activate all of their 2 initiative warriors
  • Attributes and skill checks

    All attribute checks are made by rolling a D6 and rolling equal to or over the ability score.

    Note on levelling: When stats improve, the value decreases, not increases.

    For example, Gronk the Nob improves his Ranged by 1, which means it goes from 4 to 3

    Following our main theme, there are four core attributes:

    • Blastin’
    • Bashin’
    • Gutz
    • Witz

    There are also Movement and Hit Points, but these don’t count as attributes because of the theme of this game! That’s why!

  • Sturdy vs Flimsy

    These are two of many keywords that will be used

    Sturdy – means in the case of armour and other situations, if it’s Sturdy, it always happens or it always works.

    Flimsymeans it only happens on a 4+

    For example, if you have one Sturdy armour, then you reduce the damage you take  by one on every attack, but if you have one Flimsy armour, then you reduce every damage by one on a 4+

    In armour this will be written as 1S (1 sturdy armour) or 1F (1 flimsy armour) or both 1S1F (1 sturdy and 1 flimsy armour – meaning it auto blocks 1 damage, and blocks a 2nd damage on a 4+)

    Piercing – Piercing damage ignores armour. If a weapon has 2 piercing, it will be written like this: 2P.  Sometimes only some of the damage is piercing, so it will be written as 2+1P

    If a weapon has 2+1P, then 2 of the damage is treated as normal, but 1 of the damage is piercing and ignores all armour.

  • Why the name?

    Because I love a good pun.  Also, there are only four major stats now, and they might all start at 4.

    Also, whenever there’s a design question, 4 is the constraint to try to fall within.