Friday, 22 August 2025

Skull bash corerules


THE SKULL-BASH CODEX: RASKOL3000 EDITION


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THE SKULL-BASH CODEX: RASKOL3000 EDITION

A Game of Brutal, Wasteland Sport for Two Players

1.0 INTRODUCTION

In the dust-choked wastes of Raskol3000, there is only one law: entertainment. Welcome to the Bone-Crusher Cup, where two mobs of Bashers clash in the Smasher-Pit for glory, scrap, and the adoration of the masses. Your goal is simple: get the Skull into the enemy's Goal-Spike by any means necessary. Move fast, hit hard, and pray the capricious wastes look favorably upon you.

2.0 GAME COMPONENTS

To play, you will need:

· The Smasher-Pit: A 5x5 grid battlefield.
· 2 Teams of 5 Bashers: Represented by models or tokens (e.g., Redbacks and Blueshine).
· The Skull: A unique token representing the game objective.
· 2 Goal-Spike Tokens: Placed on the center square of each player's end row.
· One Six-Sided Die (d6): Used for all tests.
· The Card Decks:
  · Outback's Caprice Deck (10 cards): In-game events.
  · Law of the Wastes Deck (6 cards): Referee responses.
  · Legends of the Pit Deck (4 cards): Star Player abilities (Optional Advanced Rule).

3.0 SETUP

1. Place the Smasher-Pit grid between the two players.
2. Each player places their Goal-Spike token on the central square of their own end row.
3. Players place their 5 Bashers on any of the five squares on their own back row.
4. Place The Skull token on the exact center square of the grid.
5. Each player shuffles their Outback's Caprice deck and draws a starting hand of 2 cards. The Law of the Wastes deck is placed to the side.
6. Roll a d6. The player with the highest roll chooses who takes the first turn.

4.0 TURN SEQUENCE

A game is played over a series of turns. On each of your turns, proceed in the following order:

1. Declare Active Basher: Choose one of your standing Bashers to act. A Basher that is Prone or Clobbered cannot be chosen.

2. Draw Caprice Card (Starting Turn 2): At the start of every turn after the first, the active player draws one card from the Outback's Caprice deck and resolves its effect immediately.

3. Perform One Action: With your active Basher, perform one of the following actions:

· Move
· Bash
· Grab
· Hurl (Throw)

5.0 THE BASHERS & THEIR ROLES

Each team consists of five unique roles:

Role Nickname Special Ability
Ruckman The Big Bloke May Move 2 squares per Move action.
Half-Forward The Fast One May Hurl the Skull up to 4 squares (instead of 3).
Half-Back The Tough One Gets a +1 bonus to its d6 roll when performing a Bash.
Wingman The Scrapper May perform a second Move action (1 square) after its first action. It cannot Bash this turn.
Full-Forward The Finisher Can score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square.

6.0 ACTIONS EXPLAINED

A. MOVE The Basher moves one square in any direction(orthogonally or diagonally). The Ruckman may move two squares.

· You cannot move through another Basher's square.
· A Basher carrying the Skull can only move 1 square, even if it is the Ruckman.

B. BASH The Basher attempts to knock down an opponent in an adjacent square.Roll a d6.

· Half-Back: Roll d6+1.
· 4 or more: Success! The target is knocked Prone. It cannot be activated next turn. Place it on its side to show this.
· 3 or less: Failure. Nothing happens. Your turn ends.

C. GRAB If the Skull is in the Basher's square and no one is carrying it,the Basher picks it up. The Basher is now carrying the Skull.

· A Basher carrying the Skull can only perform a Move (1 square max) or Hurl action.

D. HURL (THROW) [**IMPORTANT NOTE:** This is your key mechanical differentiator from games like Blood Bowl. It's not a pass to a friendly player; it's a direct shot at a square, making it a unique risk/reward tactical weapon.]

The Basher must be carrying the Skull. Choose any empty square within 3 squares (4 for the Half-Forward). Roll a d6:

· 4 or more: Success! The Skull lands exactly on the target square. If it lands on the opponent's Goal-Spike, it's a GOAL! You win the game!
· 1-3: Scatter! The Skull deviates, landing one square away from the target in a random direction (roll a d8 to determine direction). If the Skull lands on any Basher (friend or foe), that Basher is Clobbered and is out for next turn.

7.0 WINNING THE GAME

The first player to successfully Hurl the Skull onto their opponent's Goal-Spike square immediately wins the game!

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THE SKULL-BASH CODEX: RASKOL3000 EDITION

Scratched into the back of a salvaged data-slate, smeared with grease and what might be blood.

Welcome to the Bone-Crusher Cup, the last true sport left in the wasteland. It's a game of blood, grit, and scavenged tech. This is your guide.

1.0 THE RULES OF THE GAME

1.1 Game Components & Objective

You will need:

· The Smasher-Pit: A 5x5 grid.
· The Teams: Two sets of five player tokens (Bashers).
· The Skull: A distinct token, the game's objective.
· Goal-Spikes: Mark an 'X' on the central square of each end row.
· Dice: One six-sided die (d6).
· Card Decks: The "Outback's Caprice" event deck and the "Law of the Wastes" referee deck.

Objective: Be the first mob to get the Skull into the opponent's Goal-Spike.

1.2 The Teams & Player Roles

Each team fields five specialized Bashers:

· The Ruckman (The Big Bloke): Can move two squares per Move action.
· The Half-Forward (The Fast One): Can Hurl the Skull up to 4 squares.
· The Half-Back (The Tough One): Gets a +1 bonus on their d6 roll when they Bash.
· The Wingman (The Scrapper): Can perform a second Move action (1 square) after their first action. Cannot Bash.
· The Full-Forward (The Finisher): Can score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square.

1.3 How to Play: Turn Sequence

On your turn, follow this sequence:

1. Declare Active Basher: Choose one of your standing Bashers to act. Prone or Clobbered Bashers cannot act.
2. Draw Caprice Card (Start of Turn 2+): Draw one card from the "Outback's Caprice" deck and resolve it.
3. Perform One Action: With your active Basher, choose one:
   · MOVE: Move 1 square in any direction (2 for the Ruckman). You cannot move through another Basher. A Basher carrying the Skull can only move 1 square.
   · BASH: Target an adjacent enemy. Roll a d6 (Half-Backs roll d6+1). On a 4+, the enemy is knocked Prone and loses their next turn.
   · GRAB: If the Skull is in your square, pick it up.
   · HURL (THROW): If carrying the Skull, choose a target square within 3 squares (4 for the Half-Forward). Roll a d6:
     · 4+: The Skull lands on target. If it's the enemy Goal-Spike, you win.
     · 1-3: The Skull scatters one square randomly. If it lands on any Basher, they are Clobbered (out next turn).

2.0 ADVANCED RULES & EVENTS

2.1 In-Game Events: Outback's Caprice Deck

This 10-card deck adds chaos. Shuffle it and draw one at the start of each turn (after the first). Resolve it immediately.

· Sample Good Events: "Blessed by the Sun," "The Scavenger's Cache," "Cunning Ambush."
· Sample Bad Events: "Dust Storm," "Gloom-Spore Fog," "Broken Limb."

2.2 Star Players & Referees

Each team has a unique Star Player. Use their ability once per game. After use, your opponent draws a "Law of the Wastes" referee card.

· "Gutsy" McGee (Dust Bowl Devils): Full-Body Slam. Bash from two squares away. If successful, target is Prone for two turns.
· "Ironfist" Frankie (Mungo Maniacs): Unstoppable Charge. Move up to 3 squares in a straight line, automatically Bashing one enemy you contact.
· "Whisper" Williams (Coorong Scavengers): Ghost of the Pit. This turn, move through other Bashers' squares.
· "Junk" Juggernaut (Ironbark Jokers): Scrap-Heap Toss. When you Hurl, choose to either prevent scatter or cause it to scatter two squares.

Referee Cards (Law of the Wastes):

· "Technical Foul," "The Old Blind Eye," "Excessive Force," "Warning Shot," "Bribe Accepted," "Contested Call."

3.0 EXPANSION: BROADCAST WAR

3.1 New Mechanics

· Promoter Managers: Wildcard units with a Deploy Ability (once/match), an On-Air Stunt (uses a Tower), and a Passive Aura.
· Broadcast Towers: Place 2-3 tower tokens on the board. Controlling one lets you draw from the Radio Deck and use your Promoter's Stunt.
· Radio Deck: A 20-card deck of powerful, random effects.

3.2 Promoter Manager Datasheets

· 🔴 MOTHER FANG (Redbacks):
  · Deploy: Place a terrain trap token. The first enemy to enter that square is Clobbered.
  · Stunt (On-Air): Cancel the effect of an opponent's "Outback's Caprice" card.
  · Aura: All Redbacks within 2 squares get +1 to their Bash rolls.
· 🔵 DR. GLINT (Blueshine):
  · Deploy: All friendly Throws gain +1 range until end of turn.
  · Stunt (On-Air): Steal a card from your opponent's Caprice hand and play it immediately.
  · Aura: Blueshine Bashers get +1 to their Hurl accuracy rolls.
· 🟤 BIG ROACH (Dust Bowl Devils):
  · Deploy: Move all Devil Bashers 1 square towards the nearest Tower.
  · Stunt (On-Air): Reroll the dice for a current weather event card.
  · Aura: Devils ignore movement penalties from terrain.
· 🃣 LAUGHING SIGNAL (Jokers):
  · Deploy: Both players shuffle their Caprice hands back into their decks and draw a new hand of 2 cards.
  · Stunt (On-Air): All ranged attacks (Hurls) roll two dice and take the worst result until your next turn.
  · Aura: Once per turn, a random Joker may reroll any one die.

3.3 Campaign Mode: The Broadcast War

A 5-match campaign. Winning a match grants control of a broadcast territory, unlocking a permanent +1 bonus for your Promoter. The finale, the Rust Dome Showdown, is an all-out match for control of the wasteland’s airwaves.

4.0 STORIES FROM THE PIT (FACTION LORE)

· The Dust Bowl Devils: Fury and fire. They win through sheer, uncompromising aggression.
· The Mungo Maniacs: Unstoppable force. They believe any problem can be solved with a sufficient application of violence.
· The Coorong Scavengers: Cunning and stealth. They win through misdirection and exploiting weaknesses.
· The Ironbark Jokers: Chaos and chance. They embrace the madness of the wastes, turning random luck into a weapon.

5.0 LIVE FROM THE SMASHER-PIT: SAMPLE COMMENTARY

Mick: Righto, settle in folks! We’ve got a bonza of a match! The Mungo Maniacs versus the Coorong Scavengers! Davo:Too right, Mick. It’s a game of inches. The Maniacs’ Half-Back has the Skull! He Hurls it! Mick:But hold on! A Dust Storm card! The Skull wobbles and scatters! It’s clobbered the Scavenger's Full-Forward! What a turn of events! Davo:Now "Ironfist" Frankie is making his move! It's an Unstoppable Charge! The ref is drawing a card... it's Contested Call! The Maniacs win the roll! It's legal! The crowd is going off! Mick:The Skull is loose! The Maniacs have a clear run! This is a famous victory!

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THE STORY IS DATA. THE DATA IS EVERYTHING.

YOUR MOVE, MEATBAG.

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