Master Bryss
04-11-2010, 11:13 AM
Today I got a chance to participate in a round of 40k golf with a friend. I didn't create these rules from scratch but I wish to adapt them into a slightly more complex mini-game. Here goes...
40k Golf (Original rules and concept by Setsuna)
In the grim darkness of the 41st millenium there is only golf... and that war thing's in there too.
What you need:
2D6
Scatter Dice
As many miniatures on a 25mm base as there are players.
Tape Measure
Rules
Roll off to see who goes first.
Each player takes it in turns to move their piece (this represents your player and your ball). The maximum distance you can move your piece depends on the type of club used, selected before taking the shot. Each club has a different maximum distance and a different scatter, as follows.
Putter: Range 6", Scatter D3
Wedge: Range 12", Scatter D6
Driver: Range 18", Scatter 2D6
To take a shot, move your miniature a distance equal to or less than the range of your club. Once you have placed your miniature, roll for scatter, representing wind or shoddy accuracy, and then place your model in its final resting place. The winner is the one who can place their model onto the hole (this could be the centre of a blast template, etc.) without it scattering off wins!
Races
Depending on what race you are, your golf skills will slightly differ. Models are chosen as follows:
Humans- Humans invented the bloody sport in the first place and have practised their golf skills for longer. Their putters have a range of 8" and a safe shot of 2" with the putter and wedge.
Sisters of Battle- Sisters may use an Act of Faith once per game. This allows them to either maximise or minimise their D6 rolls that turn.
Eldar- Eldar have some mastery over fate. They may re-roll their scatter dice, but must accept the second roll. This ability can be used twice.
Dark Eldar- Dark Eldar use their Combat Drugs in an attempt to gain the competitive edge. They have an extra 3" of distance with no penalty, however before their shot roll a D6. If the result is a 1 or 2 they overdose and may only make a safe shot of 1 inch.
Orks- Orks have phenomenal power but they do take some time to hit the ball! They ignore the effects of difficult terrain, but re-roll any No Wind (Direct Hit) results.
Tau- Tau make precise, but weaker, shots. They may reduce their scatter by up to 2", however always suffer -2 to the maximum shot distance.
Daemons- Daemons obtain their balls from the Warp. They pass through walls instead of bouncing off, but stop 2" past the wall, even if it would normally shoot further.
Marines- Gifted with superhuman strength, but golf is a game of precision. They may increase shot distance by up to 2", but suffer +2 to scatter distance.
Tyranids- Tyranid golf-ball symbiotes, otherwise known as Rippers, scatter an additional D3" towards the closest enemy golf ball.
Necrons- The thought of playing golf with a lifeless entity devoted to murder can be pretty...unnerving to say the least. Should a Necron golf ball land within 1" of another golf ball, that player falls back D3+2" as it gives way.
Psykers- A psyker of any race can and will use their power to influence their opponents ball.A psyker may attempt to force his opponent to miss. Declare before the opponent rolls for scatter. If the opponent's shot scatters you may choose to make it scatter in any other direction. However, if it hits, the psyker has fallen prey to perils of the warp. The psykers next shot will only have a maximum range of half the normal range of the club.
Terrain
If you are stuck in difficult terrain reduce your maximum move distance by 4".
If your shot would bouce off a wall, it bounces off on a 90 degree arc and moves an extra D3".
If your ball lands on a slope, it rolls down to the bottom in the direction it scattered in, and then moves forward another D3".
Safe Shots
If you use the putter or wedge and only elect to move 1", you will not scatter.
Combat
There isn't any. Play nicely!
I intend to expand these later. Have fun and tell me what you think!
40k Golf (Original rules and concept by Setsuna)
In the grim darkness of the 41st millenium there is only golf... and that war thing's in there too.
What you need:
2D6
Scatter Dice
As many miniatures on a 25mm base as there are players.
Tape Measure
Rules
Roll off to see who goes first.
Each player takes it in turns to move their piece (this represents your player and your ball). The maximum distance you can move your piece depends on the type of club used, selected before taking the shot. Each club has a different maximum distance and a different scatter, as follows.
Putter: Range 6", Scatter D3
Wedge: Range 12", Scatter D6
Driver: Range 18", Scatter 2D6
To take a shot, move your miniature a distance equal to or less than the range of your club. Once you have placed your miniature, roll for scatter, representing wind or shoddy accuracy, and then place your model in its final resting place. The winner is the one who can place their model onto the hole (this could be the centre of a blast template, etc.) without it scattering off wins!
Races
Depending on what race you are, your golf skills will slightly differ. Models are chosen as follows:
Humans- Humans invented the bloody sport in the first place and have practised their golf skills for longer. Their putters have a range of 8" and a safe shot of 2" with the putter and wedge.
Sisters of Battle- Sisters may use an Act of Faith once per game. This allows them to either maximise or minimise their D6 rolls that turn.
Eldar- Eldar have some mastery over fate. They may re-roll their scatter dice, but must accept the second roll. This ability can be used twice.
Dark Eldar- Dark Eldar use their Combat Drugs in an attempt to gain the competitive edge. They have an extra 3" of distance with no penalty, however before their shot roll a D6. If the result is a 1 or 2 they overdose and may only make a safe shot of 1 inch.
Orks- Orks have phenomenal power but they do take some time to hit the ball! They ignore the effects of difficult terrain, but re-roll any No Wind (Direct Hit) results.
Tau- Tau make precise, but weaker, shots. They may reduce their scatter by up to 2", however always suffer -2 to the maximum shot distance.
Daemons- Daemons obtain their balls from the Warp. They pass through walls instead of bouncing off, but stop 2" past the wall, even if it would normally shoot further.
Marines- Gifted with superhuman strength, but golf is a game of precision. They may increase shot distance by up to 2", but suffer +2 to scatter distance.
Tyranids- Tyranid golf-ball symbiotes, otherwise known as Rippers, scatter an additional D3" towards the closest enemy golf ball.
Necrons- The thought of playing golf with a lifeless entity devoted to murder can be pretty...unnerving to say the least. Should a Necron golf ball land within 1" of another golf ball, that player falls back D3+2" as it gives way.
Psykers- A psyker of any race can and will use their power to influence their opponents ball.A psyker may attempt to force his opponent to miss. Declare before the opponent rolls for scatter. If the opponent's shot scatters you may choose to make it scatter in any other direction. However, if it hits, the psyker has fallen prey to perils of the warp. The psykers next shot will only have a maximum range of half the normal range of the club.
Terrain
If you are stuck in difficult terrain reduce your maximum move distance by 4".
If your shot would bouce off a wall, it bounces off on a 90 degree arc and moves an extra D3".
If your ball lands on a slope, it rolls down to the bottom in the direction it scattered in, and then moves forward another D3".
Safe Shots
If you use the putter or wedge and only elect to move 1", you will not scatter.
Combat
There isn't any. Play nicely!
I intend to expand these later. Have fun and tell me what you think!