Modulorka Roads of fury v1.0
Modulorka Roads of fury v1.0
The Roads of fury is an advanced module for Modulorka System, designed my Mr Modulork.
This represents the power of simplicity of this system and is, as well, my dream coming true,
at last.
When I’ve got into Warhammer, in 2018/2019, I was totally in love with Mad Max Fury Road.
It is still one of my favorite movies and has a lot of my heart. I watched the original movies
(not as good, I must say) was totally into Gasland at the time, which disappointed me for the
lack of pedestrian action.
And them I saw Speedfreeks. It was love at first sight.
The thing is, though the minis have the vibe that I wanted, the game doesn’t. I tried hard to
like Warhammer 40K, but in the end it wasn’t my thing, specially because the best guys (Tau
and Ork, in my point of view) were far from being the protagonists, and I can’t tolerate space
marines and the Imperium in general.
I tried Gorkamorka, but it was too chunky for me.
So I was decided to make my own system, where orcs were the main guys. That week I
found Modulorka and it hit me: this is what I want!
It is simple, fun, fast to play and has no space marines bullshit.
It was wonderfull, but one thing made me sad: the vehicles rules wasn’t what I was hoping
for.
Well, most of my work as a wargame designer has been changing other people’s work to fit
in what I like, so that was it.
And here is the result: a module to make vehicular combats in Modulorka fun, fast and
dangerous.
This is a WIP preview of the Module, made to start more open tests in the Modulorka
community.
Hope you enjoy and WITNESS ME!
Jordan.
● Faction changes.
Rokkas and Speed kultists are united into a single faction. All foot units lose the
advantages/disadvantages of speed kultists and become unfazed, as well as all vehicles of
the new faction, named speed Metal so far, now have agile.
2- Vehicles lose the ability to muster all the shooting actions of the occupants. Activations
are individual and models stay on the side of the board, receiving tokens, etc.
B- Leaders now have an ability called "Order", which is the number of models that, when up
to 3" from the leader, can shoot simultaneously. The leader uses his action for this and up to
3 models now have simultaneous action with the leader, having total freedom of movement
and attack.
C- (optional advanced rule)In addition, you assume a new restriction in listbuilding: you
can only take enough leaders so that each of them has the right amount of followers.
D- In Death Race mode, One truck or raca gains "leader" at no additional cost and becomes
the “main vehicle”.
3- All vehicles have two actions, as usual, but they can choose to take two movement
actions instead of one movement action and one attack action. The action movement must
be done all at once, following an angle to be measured from the center of the vehicle’s front
arc, similarly to the numbers on a clock +1, that is, starting at 2+ in 30’, as the diagram
indicates.
Dangerous movement rule: a 4+ test is required for all dangerous movements. Failure
cancels the action and deals 2 damage to the model.
Examples:
Embarking a moving car/motorcycle.
Repair a moving vehicle (you must be on board the vehicle).
Jump on an allied motorcycle.( to embark in a bike without using this test, that bike loses the
ability to move this turn).
Escape from a wreckedvhrecked vehicle. When a vehicle or bike loses all its HP, all the
tripulants get to make a dangerous movement test.
Boarding rule:
After successfully boarding a vehicle, check if there are any enemy modelsenemyaneny
models in the space boarded (Battlebuss models count driver and ridah slots as a separate
space. Do a clobba combat between the boarder and any enemy model (defender’s choice,
+1 in the test for allied model in the vehicle). Loser is thrown out of the vehicle and suffers 2
damage.
If the driver is thrown away, the enemy assumes the vehicle and start using it as their own
models. It doesn’t get another turn if the controller player changes.
For a Death Race mode, place markers on a third (or half) of the chosen route to be the
“attack marker”. Until that marker is reached, only collisions are allowed as a way to attack.
Collisions maintain the special rules for models on foot and motorcycles, but there are
changes in collisions between vehicles. A normal clobba attack is made, with the right to
respond from the defender, if he so wishes (it continues to count as an action used, use a
marker diferent from the fully activated one) and if he loses, he must move, if possible, 1’ in
the opposite direction of the collision. If the movement is not possible, nothing happens.
After the marker is reached in the first lap, any attacks are permitted.