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Offline DropFall

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Gunz, Gubbins, & Orks
« on: February 24, 2009, 10:53:20 AM »
Meet the new spawn of my bordem. Some old reprised units, new gubbins and weapon options, and where to find those FW units, as well as completely new unit in the Hunta-killa-eater unit, inspired by a Rynns World (Crimson Fists homeworld those not in the know) piece of fluff.

UPDATED LIKE A snake on a plane


GUNZ, GUBBINZ, & ORKS
by Dropfall



This list is an addition to Codex: Orks and cannot be used without it.

NEW WARGEAR
•  Bangstikk - A Bangstikk is a large explosive on the end of a long pole. They are Krak Grenades that have an armour penetration of 2D6+6.

•  Big Lobba - A very big Lobba, usually stolen Imperial ordnance, or built to similar size specifications. Rng: 12-48”  Str:AP: 4   Type: Ordnance 1, Barrage

•  Burnkannon - A looted tank mounted heavy flame thrower weapon, often a looted but seen better days Inferno Cannon.
Rng: 12”  Str:AP: 4   Type: Heavy 1, Template*
*When firing the Burnkannon place the template so it is wholly within range and line of sight. Its narrow end does not need to touch the base of the firing model.

•  Cyboar - A monstrous combination of boar and metal; reinforced with steel plates, bionic limbs and bladed tusks, and pumped full of stimulants. A model riding a Cyboar gains a 4+ Armour Save, and +1 Attack.

•  Outrider Bike -  An Outrider Bike is a stripped down Warbike without any Dakkaguns. Without the Dakkaguns the bike weighs less, and so moves faster and puts less strain on the engine reducing the exhaust. Any model mounted on a Outrider Bike add 1 to his Toughness (though not for determining Instant Death), modifies his unit type to Bike, and gains a 4+ armour save. Outrider Bike are allowed to move 6” in the Assault phase (subject to the normal movement phase rules), even if they don’t assault.

•  Pig-stikka - The simplest of weapons tend to be nastiest, and the pig-stikka is a simple as it gets; a long pole with a sharpened head. Used by Boarboyz to deliver a fatal charge, thanks to the momentum and weight placed behind a single point. On any turn in which a model with a Pig-stikka charges they may forgo all their normal attacks and make a single attack that double the models Strength, adds +2 to their Initiative, and is Rending. This cannot be combined with the bonuses of Furious Charge.

•  Twin Deffguns - Two Deffguns mounted on the same vehicle. Ouch!
Rng: 48"  Str:AP: 4   Type: Heavy 2D3



NEW SPECIAL RULES
•  Hunt & Kill - A Hunta-killa-eater unit that begins the game in reserve may test to see if they have successfully hunted and attacked an Outflanking non-vehicle enemy unit (units in transports can still be targeted) of the Hunta-killa-eater players choice, on a D6 roll of 4+.
If failed they cannot test against another unit, but can be deployed in the next Ork turn.
If successful you may choose to either:
Shoot - Resolve one round of Shooting between both units, Hunta-killa-eater player shoots first,
             followed by the enemy. No morale checks are made.
Assault - Resolve one Assault phase between both entire units, with the Hunta-killer-eaters
             doubling their Initiative. At the end of the phase no morale checks are made, and it is
             assumed the losing unit has successfully broken off.
- Units taken below half-strength don’t count as below half-strength when deployed.
- If the targeted unit has been completely destroyed, the Hunta-killa-eaters cannot be deployed
  as they are too busy feasting on the dead.
- A Hunta-killa-eater unit that successfully attacks and survives must deploy on the same board
  edge as the targeted unit in the next Ork turn, but not within 6” of it.
- No victory or kill points are ever given for the destruction of either unit when off the board.


•  Mad! - At the beginning of each Ork turn roll a D6 and consult this table and apply the result. All results from the table end at the beginning of your next Ork turn.
 1 - The Madboyz see something ominous in the clouds, or they just feel like having a nose
      picking session in the middle of a battlefield, regardless of what caused them to stop fighting
      the unit immediately goes to ground.
 2 - Some completely random (and probably cute) thing has whipped the Madboyz into a
      psychotic frenzy. The unit gains the Rage special rule.
 3 - Deluded or just coming to their sense the Madboyz have seen something (or at least they
      think they have…) that they don’t really want to go near, ‘cuz its icky’. Randomly choose one
      enemy unit within 18” of the Madboyz that they may not go within 6” of. If in the opponents
      turn the enemy unit moves within 6”, the Madboyz may immediately open fire on the unit. If
      Assaulted by the unit the Madboyz are hit on a 2+.
 4 - True Orkness has gripped the Madboyz and they need to get to grips with enemy as soon as
      possible. The Madboyz and any attached character immediately gain the Fleet special rule,
      and re-roll failed Hits in the first round of any Assault.
 5 - Feeling the raw psychic power of the Waaagh! flow harmoniously through the Madboyz
      minds, they begin to effect the Weirdboyz psychic powers. Any Weirdboy joined with the
      Madboyz can deduct or add 1 to his rolls to determine the psychic power he has that turn. If
      the Weirdboy has the Warphead upgrade the -/+ 1 applies to any re-roll. If no Weirdboy is
      present count as a roll of 4.
 6 - Overcome by delusional thoughts that they are Gork (or Mork), they begin fighting with 
      an inner strength and ferocity, all at the expense of ‘any’ defence. The unit gains +1 WS, +1
      Strength, +1 Initiative and +1 Attack; but are hit on a 2+ in Assault.
 - An Independent Character that joins the unit is not subject to the Mad! special rule, so are free
   to move away in the movement phase, otherwise they must move or go to ground with the unit.


•  Lucky Omen - An Independent Character that joins the unit becomes Lucky, and is allowed to re-roll a single failed dice roll per phase, in both the Orks and enemies turn.


•  Grot Bomb Battery - You may fire as many Launchas as you like in a single turn, but as a vehicle squadron they must target the same enemy unit.



HQ:
MADBOYZ          13 POINTS PER MODEL
You may take one unit of Madboyz for every Weirdboy in your army. This unit does not count against your HQ allowance.
Madboy - Ork Boy Statline
Unit Composition:
•  5-20 Madboyz

Unit Type:
•  Infantry

Wargear:
•  Slugga
•  Choppa

Special Rules:
•  Fearless
•  Furious Charge
•  Mad!
•  Lucky Omen
•  Waaagh!



ELITES:
Hunta-killa-eaters come from those Orks who have not given up their hunting ways. They spend as much time as there Warboss allows hunting large or dangerous creatures, and nothing is more dangerous than enemy forces roaming around in Ork territory, and its then that a Warboss gives them free reign to do what they do best; they hunt you, they kill you, they eat you.
HUNTA-KILLA-EATERS         9 POINTS PER MODEL
Hunta-killa-eater - Ork Boy Statline
Ork Nob Statline
                           WS  BS   S   T   W    I    A  LD  SV
Face-bitter Squig    3     0    3   3   1    4    2   3    6+

Unit Composition:
•  5-15 Hunta-killa-eaters
•  1-6 Face-bitter Squig

Unit Type:
•  Infantry

Wargear:
•  Slugga
•  Choppa
Face-bitter Squig:
•  Huge Teeth & A Bad Temper

Special Rules:
•  Furious Charge
•  Hunt & Kill
•  Mob Rule
•  Move Through Cover
•  Scouts
•  Waaagh!

Options:
•  Any Hunta-killa-eater may replace their Slugga with a Shoota for free
•  Up to two Hunta-killa-eaters may replace their Slugga for one of the following:
   - Big Shoota for +10 pts
   - Burna for +15 pts (max one)
   - Rokkit Launcha for +15 pts

Character:
•  One Hunta-killa-eater may be upgraded to a Nob for +10 pts
•  The Nob may replace his Slugga or Choppa with one of the following:
   - Big Choppa for +5 pts
   - Burna for +15 pts
   - Power Klaw for +25 pts
•  The Nob may take any of the following:
   - Bosspole for +5 pts
   - ‘Eavy Armour for +5 pts


NOBZ
Add the following weapons to the ‘replace his slugga with’ options.
•  Any Nob may replace his slugga with:
  - Big Shoota for +10 pts
  - Rokkit Launcha +10 pts


MEGANOBZ
Add the following weapons to the ‘replace twin-linked shoota’ options.
•  Any Meganob may replace his twin-linked shoota on his mega armour with one of the following:
  - Big Shoota for +10 pts
  - Kustom Mega-blasta for +10 pts



TROOPS:
ORK BOYZ
‘Ard Boyz Option:
Ignore the ‘Ard Boyz option line and replace with the following.
•  Any Boyz Mob may be upgrade to a unit of ’Ard Boy for +X pts per model.
•  A maximum of one ‘Ard Boyz unit may be taken as a Troops selection, all others are Elites.

Skarboyz Option:
•  Any Boyz Mob may be upgrade to a unit of Skarboy for +3 pts per Ork Boy. Nobz do not purchase the upgrade. Skarboyz are S4.
•  A maximum of one Skarboy unit may be taken as a Troops selection, all others are Elites.



FAST ATTACK:
Some Orks just can’t let go of their feral roots and feel the urge to speed around on living breathing (or part living, hissing) boar.
BOARBOYZ        12 POINTS PER MODEL
Boarboy - Ork Boy Statline
Ork Nob Statline
Unit Composition:
•  5-15 Boarboyz

Unit Type:
•  Cavalry

Wargear:
•  Slugga
•  Choppa

Special Rules:
•  Furious Charge
•  Mob Rule
•  Waaagh!

Options:
•  The entire unit may be equipped with Cyboars for +10 pts per model
•  Any Boarboy or Nob may replace his Slugga and/or Choppa with one of the following:
   - Shoota for free
   - Bangstikk for +5 points
   - Pig-stikka for +3 points

Characters:
•  One Boarboy may be upgraded to a Nob for +10 pts
•  The Nob may replace his Choppa with one of the following:
   - Big Choppa for +5 pts
   - Power Klaw for +25 pts
•  The Nob may take any of the following:
   - Bosspole for +5 pts
   - ‘Eavy Armour for +5 pts



OUTRIDERS        16 POINTS PER MODEL
Outrider - Warbiker Statline
Nob from Warbikers' Statline
Unit Composition:
•  3-9 Outriders

Unit Type:
•  Bikes

Wargear:
•  Slugga
•  Choppa
•  Outrider Bike

Special Rules:
•  Furious Charge
•  Mob Rule
•  Scouts

Options:
•  Any Outrider may replace his Slugga with a Shoota for free
•  Up to two Outriders may equip their Outrider Bike with a:
  - Big Shoota for +10 pts
  - Kustom Mega-blasta +10 pts

Characters:
•  One Outrider may be upgraded to a Nob for +10 pts
•  The Nob may replace his Choppa with one of the following:
   - Big Choppa for +5 pts
   - Power Klaw for +25 pts
•  The Nob may take a Bosspole for +5 pts


HEAVY SUPPORT:
BATTLEWAGON          
Boomgun Option:
•  Instead of a Killkannon a Battlewagon may have a Boomgun for +70 pts
•  A Battlewagon with a Boomgun has a transport capacity of 8.


BIG SQUIGGOTH         SEE IMPERIAL ARMOUR APOCALYPSE PAGE 44
Options:
Replace the Big Squiggoth weapon options with the following.
•  A Big Squiggoth may have one of the following weapons:
  - Twin-linked Rokkit Launcha for +15 pts
  - Twin-linked Big Shoota for +10 pts
  - Kannon for +15 pts
  - Zzap Gun for +20 pts
  - Lobba for +20 pts


Bigger than a Big Squiggoth but smaller than the Gargantuan Squiggoths, they are still a sight to see… and avoid, least you be gored or stomped to death.
MASSIVE SQUIGGOTH        100 POINTS PER MODEL
                              WS  BS   S   T   W    I    A  LD  SV
Massive Squiggoth     2     2    9   7    6    1    4   7   4+

Unit Composition:
•  1 Massive Squiggoth

Unit Type:
•  Monstrous Creature

Wargear:
•  Tusks, Fangs, and Stomping Feet

Transport Capacity:
•  A Massive Squiggoth can transport 16 models. A Massive Squiggoth count as open-topped vehicles for the purpose of transport, and Passengers suffer a ‘Destroyed - Wrecked’ result if the Squiggoth is ever killed.

Options:
•  A Massive Squiggoth may have two of the following weapons:
  - Twin-linked Rokkit Launcha for +15 pts
  - Twin-linked Big Shoota for +10 pts
  - Kannon for +15 pts
  - Zzap Gun for +20 pts
  - Lobba for +20 pts


GROT BOMB BATTERY        SEE IMPERIAL ARMOUR APOCALYPSE PAGE 52
Unit: 1-3 Grot Bomb Launchas

Special Rules:
•  Grot Bomb Battery


GUN WAGON          SEE IMPERIAL ARMOUR APOCALYPSE PAGE 45


‘KRUSHA’ BATTLEWAGON           SEE IMPERIAL ARMOUR APOCALYPSE PAGE 46    
  

LOOTED VEHICLE
Options:
•  A Looted Vehicle may increase its armour values using the following rules:
  - The Front armour value may be increased by 1 for +10 pts, per point increase (max 13)
  - The Side armour values may be increased by 1 for +20 pts (max 12)
  - The Rear armour value may be increased by 1 for +20 pts (max 11)

Add the following weapons to the ‘take one of weapon’ options.
•  May take one of the following:
  - Big Lobba for +50 pts
  - Burnkannon +50 pts
  - Twin Deffguns +40 pts
•  A Looted Vehicle with a Big Lobba, Burnkannon or Twin Deffguns has no transport capacity


LEGAL DISCLAIMER
This mini-dex is completely unofficial and in no way indorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisition logo, the Inquisition device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40K Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either â, TM and/or ã Copyright of Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.



P.S. ~ Because I Can

« Last Edit: March 12, 2009, 12:23:46 AM by DropFall »

Offline Spirit of Kurnous

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Re: Gunz, Gubbins, & Orks
« Reply #1 on: February 24, 2009, 11:15:16 AM »
your mad boyz have too many good effects.  should be roll a dice on a 1 the mad boyz do something weird, roll 2d6 and consult the following table:

2: Run Away! The Madboyz run for it and spend the battle hiding in unreasoning terror. Remove the Mob and
they count as destroyed for the purposes of Victory Points.

3: Ooo, Wotz Dat? Some small creature suddenly distracts the Mob. The Mob can do nothing else until it is
called upon to take another Madboy roll.

4:I tell yer, we’re dead! Somehow the Mob gets this idea and they lie down and play dead. The Mob can do
nothing until they must make another Madboy roll. Their performance is so convincing that no enemy are
allowed to attack the Madboyz at all, even if the enemy moves right through them

5: Da pinz have fallen out! The Mob somehow believe that the pins have fallen out of all of their grenades and
throw them about like hot potatoes until one gets the idea to throw them away. Randomly select one Madboy
stand, this is the one that throws them away. He throws them 3+D6 inches in a random direction. Place the small blast template with str3 and no AP.

6: We’re too exposed here! Until the Mob makes another roll, they will charge towards the nearest piece of
terrain and occupy it. If that area is enemy held, the Madboyz will charge them if they can, if they can they are
automatically put on Charge Orders

7: I’ll tell YOU wotz wrong wiv Da Plan... The Mob is quickly reduced to an all-out brawl and may do nothing for the rest of the turn. If engaged in Close Combat, the enemy are so bewildered with the Madboyz’ behavior that neither side fights. Everything is back to normal next turn.

8: Shoot ’em! The Mob decides to shoot all they have at the nearest enemy unit.  The mob will not move this turn.  If the nearest enemy is out of range, the Mob will fire away regardless.  If the enemy is within range the Mad mob gets an extra turn of shooting in the move phase.  They may shoot immediately, regardless of if they are in Close Combat(although this must be targeted at the enemy they are fighting).  The mob acts as normal next turn (unless they roll aother one of course).

9: We’re invincibul! Until they make another roll, the Mob gains feel no pain special rule to represent their unshakable faith.

10: Waaargh!! The Mob is suddenly whipped into frenzy and becomes savage killers. Until a new roll is made the mod gains the Fleet special rule and may reroll all attacks in close combat.

11: Get da Tank! The Mob heads towards the nearest enemy tank unit at charge rate. If none are visible, bikes, vehicles or artillery will do. They will move straight towards the unit and attempt Close Combat. Their determination so astounds the enemy the Mob gains the Feel no Pain special rule and Rending versus vehicles only. This lasts until a new test is made.

12: Ommm... The Mob begins a Weirdboy chant. If a Weirdboy is within 12 inches he can  deduct or add 1 to his rolls to determine the psychic power he has that turn.
If there is no Weirdboy within 12 inches, the Madboyz overload with psychic energy and one explodes. Place a small template over one random madboy and everyone touched by it gets hit with a S4 AP2 attack from the psychic shockwave
This only applies to living creatures.
40k:
Eldar=12000pts
Slaanesh Deamons = 2000pts

Fantasy:
Slaanesh=5000pts      
Wood Elves=6000pts
Slaanesh Deamons = 3000pts
High Elves 3000pts

Offline Gutstikk

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Re: Gunz, Gubbins, & Orks
« Reply #2 on: February 24, 2009, 12:44:55 PM »
Hmm... I think the idea of roll a d6, on a one bad stuff happens is good. However, I much prefer the shorter table Dropfall presented. There's really no need to have that many things happen. I think an exception was made for the Shock Attack gun due to its second-edition roots, but something quicker and to the point is easier to use in-game.

I think it might be fun to do something a little less crippling with the hunta-killa-eatas. They have a rather long unit name for Orks. Perhaps shorten it to Headhuntas. Then you could call the Squigs Eadbiters.

I'd prefer to give the unit the Infiltrate rule, and then have it so if a non-vehicle enemy unit arrives from reserves within 18" of the Headhuntas, they may release any number of squigs. Each squig released causes a wound on the enemy unit on a roll of 2+. On a 1, the Eadhuntas suffer a wound instead.

Just some ideas. I think you did some pretty good work here. If it's okay, once you're set with it I'll add it to the project sticky.


Offline 4084595657

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Re: Gunz, Gubbins, & Orks
« Reply #3 on: February 24, 2009, 01:53:53 PM »
massive squigoth is only 100 points...

for strength 9 and toughness 7, 6 wounds and a possibility to transport 16 models..

thats broken.

Offline Raktra (So long, I guess)

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Re: Gunz, Gubbins, & Orks
« Reply #4 on: February 24, 2009, 03:33:57 PM »
What House said. That's resurrecting something that should have died long ago.

I don't see the point in renaming tankbusta bombs as bangstikks. I know it's a flavour thing, but you could have just kept them as is.

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #5 on: February 24, 2009, 05:56:40 PM »
I think it might be fun to do something a little less crippling with the hunta-killa-eatas. They have a rather long unit name for Orks. Perhaps shorten it to Headhuntas. Then you could call the Squigs Eadbiters.
Its a GW name from the fluff, and it just sounds so amusing, and right to the point, so I ain't gonna change it.

Quote
I'd prefer to give the unit the Infiltrate rule, and then have it so if a non-vehicle enemy unit arrives from reserves within 18" of the Headhuntas, they may release any number of squigs. Each squig released causes a wound on the enemy unit on a roll of 2+. On a 1, the Eadhuntas suffer a wound instead.
They're the Ork equivilant of a manhunting team, so behind their owns lines often enough hunting their prey, which upon catching up they kill, and then cook or just eat their enemy. They never release the Squigs.
Of course the rules could use a little work, I did after do that entire list in less than 2 hrs.

massive squigoth is only 100 points...

for strength 9 and toughness 7, 6 wounds and a possibility to transport 16 models..

thats broken.
I'd have to agree, lol, I just didn't think when I copied it from a previous list I'd done. Any price recommendation?

What House said. That's resurrecting something that should have died long ago.
Resurrecting what? The Squiggoth? There's already two official variations available.

Quote
I don't see the point in renaming tankbusta bombs as bangstikks. I know it's a flavour thing, but you could have just kept them as is.
I didn't rename them. GW did in their Feral Orks codex. As this is a Work In Progress, I could look at changing how they work to something more lance like, but they are, and always will be Bangstikks.

your mad boyz have too many good effects.  should be roll a dice on a 1 the mad boyz do something weird, roll 2d6 and consult the following table:
The problem with rolling a D6 first and on a 1 they do something, doesn't exactly make them Mad. It means 1/6 of the time their mad. Mine they're made 24/7, that madness just effects them differently.
However I will see about splitting the table into 6 rather than the 4 results it is now. And I may borrow 1 or 2 of your ideas; I hope you don't mind.


Also: I will probably be adding new things as I come up with them; I reallly want to do Nazdreg.
« Last Edit: February 24, 2009, 06:16:59 PM by DropFall »

Offline Qui-Gon Jinn

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Re: Gunz, Gubbins, & Orks
« Reply #6 on: February 24, 2009, 07:03:13 PM »
I would make the price of that Squiggoth comparable to a Greater Daemon from Codex Daemons, or a Carnifex. I do not know what the basic cost of a Carnifex is, but the comparable price from a Greater Daemon is the Bloodthirster with Unholy Might. Granted there are additional rules around him, but I would place the price tag of that Squiggoth to be no less than 200 points.

If you want an idea for the table, on a 4 the Madboyz put the Weirdboy they are attached to into a frenzy. The Weirdboy counts as S 6, before any bonuses for Furious charge.
I dont have an idea for a result of 3 yet.

By the way, this is actually a pretty darn good mini-dex, even though I generally dont peruse the Ork boards.

Chaos Daemon Army
The Army in all its glory!
The Battle Reports of the Army

W/L/D
55/11/7

Chaos Poster of 2009!
Bow before me! :P

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #7 on: February 24, 2009, 07:13:15 PM »
I've got the Massive Squiggoth down as 140 currently in my original copy of the list, given that its WS2, with an I of 1, doesn't have a 4+ invulnerable, or have wings, or any other fast moving ability, so you can only really compare it against a Carnifex, and it comes out about the same if you could get the stats the same.
Btw you can down a Massive Squiggoth in a single turn with Lootas easily.

Offline Raktra (So long, I guess)

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Re: Gunz, Gubbins, & Orks
« Reply #8 on: February 24, 2009, 07:23:26 PM »
I meant resurrecting cheap crazy Squiggoth. And that makes sense for the bangstick. Perhaps make it something akin to a Rough Rider lance?

Offline liquid

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Re: Gunz, Gubbins, & Orks
« Reply #9 on: February 25, 2009, 06:57:40 AM »
My 2 teeth:

The rules overall are pretty cool, I like them a lot.
I love the Madboyz. The D6 is enough, 2D6 would be too much.
I have a few ideas for the results, let me pick out a few of the 2 lists.

1: Run Away! The Madboyz run for it and spend the battle hiding in unreasoning terror. Remove the Mob and they count as destroyed for the purposes of Victory Points.

2: The Madboyz see something ominous in the clouds, or they just feel like having a nose picking session in the middle of a battlefield, regardless of what caused them to stop fighting the unit immediately goes to ground.

3: Da pinz have fallen out! The Mob somehow believe that the pins have fallen out of all of their grenades and throw them about like hot potatoes until one gets the idea to throw them away. Randomly select one Madboy stand, this is the one that throws them away. Place a small blast template with str3 and no AP. Roll 3D6 and a Scatter Dice for the throw. If you roll a Hit symbol with the Scatter Dice, you may place the small blast template in the direction you want.

4: I tell yer, we’re dead! Somehow the Mob gets this idea and they lie down and play dead. Their performance is so convincing that no enemy are allowed to attack the Madboyz at all, even if the enemy moves right through them. To represent this, remove all models of the unit from the table, they go into reserve. They must be redeployed in the next turn with the Infiltrate special rule. Roll the dice for the Mad rule in the next after their deployment.

5:Waaargh!! The Mob is suddenly whipped into frenzy and becomes savage killers. Until a new roll is made the mod gains the Fleet special rule and may reroll all failed hits in close combat.

6: Overcome by delusional thoughts that they are Gork (or Mork), they begin fighting with an inner strength and ferocity, all at the expense of ‘any’ defence. The unit gains +1 WS, +1 Strength, +1 Initiative and +1 Attack; but are hit on a 2+ in Assault.

I made some little changes in the rules (marked red), I find them better like this.
I'm not really sure about the ranking though, 3 may be better if inverted with 4 and 5 with 6.
Hope it inspires you ^^
« Last Edit: February 25, 2009, 08:00:06 AM by liquid »
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Offline Spirit of Kurnous

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Re: Gunz, Gubbins, & Orks
« Reply #10 on: February 25, 2009, 07:43:32 AM »
this table could work ok.
my one was based off older edition stuff as they were not mad all the time (usually when taking LD tests or some such IIRC) and just reacted to things crazily.
40k:
Eldar=12000pts
Slaanesh Deamons = 2000pts

Fantasy:
Slaanesh=5000pts      
Wood Elves=6000pts
Slaanesh Deamons = 3000pts
High Elves 3000pts

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #11 on: February 25, 2009, 11:27:44 AM »
Updates:

- The descriptions for the Hunta-killa-eaters, Boarboyz and Massive Squiggoth are now in place.

- The Hunta-killa-eaters now cost 9 points, and the Trackers special rule roll not starts at a 6+. The whole rule is a little to lethal against Outflanking units that don't move more than 12" in a single turn, so I'm thinking a redo. But at the moment I have no idea.

- The Looted Vehicles now has more looted weapon options; Big Lobba, Burnakannon, and Twin Deffguns.

- I'm working on some Outrider Bikers, with stripped down Warbikes (so no Dakkaguns), however I can decide whether to keep the 4+ armour, and ditch the exhaust, or lower the armour to 5+, and keep the exhaust, or lower the armour to 5+ and ditch the exhaust. Whichever one I choose the unit will have the Scouts special rule, and be able to make 6" move in the assault phase regardless of whether they're assaulting or not.
« Last Edit: February 25, 2009, 11:32:58 AM by DropFall »

Offline Gutstikk

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Re: Gunz, Gubbins, & Orks
« Reply #12 on: February 25, 2009, 12:02:41 PM »
Hmm, still not sold on the huntas. Another possible idea:

While in reserves, hunta-killa-eatas do 1 wound to each enemy unit that arrives from outflank for each hunta squig attached to the squad. So, if a unit of huntas with 3 squigs was in reserves, and an enemy unit arrived from reserves via outflank, that unit would suffer 3 wounds.

It's a bit more simple, could work over several turns provided you didn't arrive too early, and doesn't cause as much problems as placing a unit in base contact with the enemy might. Even Snikrot ain't that good - in fact, as far as I know it's only the Callidus that can do that.

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #13 on: February 25, 2009, 09:47:06 PM »
Hmm, still not sold on the huntas. Another possible idea:

While in reserves, hunta-killa-eatas do 1 wound to each enemy unit that arrives from outflank for each hunta squig attached to the squad. So, if a unit of huntas with 3 squigs was in reserves, and an enemy unit arrived from reserves via outflank, that unit would suffer 3 wounds.

It's a bit more simple, could work over several turns provided you didn't arrive too early, and doesn't cause as much problems as placing a unit in base contact with the enemy might. Even Snikrot ain't that good - in fact, as far as I know it's only the Callidus that can do that.

Whilst it doesn't put you in b2b contact on deployment, because you move on to the board when using reserves, and if you ran or assaulted an enemy, you'd have between 7-12". However, you've given me the almost perfect replacement.

I'm not sure if it should be every Hunta-squig, or model in the Hunta-killa-eater mob, on a roll. And whether or not these single attacks can use the stat from a weapon; if I did the Outflanking unit would be allowed some form of attack back, but after the HKEs.
Of course the HKEs would need the Scouts special rule added.

Offline Gutstikk

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Re: Gunz, Gubbins, & Orks
« Reply #14 on: February 26, 2009, 11:39:05 AM »
Thanks, modify it however suits your needs.

I missed them not getting placed in base to base contact, twice. So my bad there.

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #15 on: February 27, 2009, 12:09:05 AM »
Updates:

 - Tracker rule has been removed, and the new Hunt & Kill special rule is posted. I like it but I think I went a little overboard

 - The Outrider Bike in the Wargear section is up, but the unit hasn't been started.

Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #16 on: March 12, 2009, 12:29:34 AM »
UPDATED

•  The Madboyz table now has 6 results

•  Nobz & Meganobz now have gun options

•  The Boarboyz have a Pig-stikka (fun new weapon), they've also gone down 2 points in price.

•  New Outriders unit entry, spawned from the Speed Freeks list, except slightly different.


Offline NewHeretic

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Re: Gunz, Gubbins, & Orks
« Reply #17 on: March 12, 2009, 08:23:49 PM »
This is a very interesting mini-dex.  I think you're doing a very good job balancing the new options with the advice you've received in this thread.  I also think you've come up with a couple of really cool ideas in the HKEs and the Mad Boyz.  ;D

I will say that I think your Hunt & Kill special rule is a bit too complex for the game as it is.  It seems like a lot of fun, but it could be simplified in a lot of ways, one being as Gutstick suggested.  Do you assume that every model of each unit is engaged and within striking distance of the enemy?  What about ICs?  Do you assume that any model in the HKE's squad is within 2" of a model in base contact with the enemy IC so that any model that the HKE player wants to throw in attacks against the IC in an Outflanking enemy unit can do so?

I hope this helps,

NewHeretic
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Whom you will serve...
As for me and my house,
We will serve the Lord.

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Offline DropFall

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Re: Gunz, Gubbins, & Orks
« Reply #18 on: March 12, 2009, 11:26:13 PM »
Independant Characters can't Outflank. Both Scouts & Infiltrate (the requirements for Outflank) have * besides them indicating that if an IC joins that unit they lose the ability. So thats not an issue.

Quote
Resolve one Assault phase between both entire units
I was hoping that line would resolve all worries about who could fight... which is both entire units. I did have a line previously stating all counted as engaged.

Thirdly I might add a line say IC can't join the HKEs at all.

What did you think of the Outriders? ...or the Pig-stikka for that matter...


Offline NewHeretic

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Re: Gunz, Gubbins, & Orks
« Reply #19 on: March 13, 2009, 12:36:09 AM »
Independant Characters can't Outflank. Both Scouts & Infiltrate (the requirements for Outflank) have * besides them indicating that if an IC joins that unit they lose the ability. So thats not an issue.

I beg to differ.  Special Characters like Snikrot, Sicarius, Telion, Shrike, & Khan, to name those I know of, most certainly can because of their special rules.  Perhaps, since Snikrot and Telion count as upgrade characters and can't be picked out in close combat, they don't count, but Sicarius, Shrike, and Khan are always ICs and can be joined to a unit which Outflanks.

With respect to the Outriders and Pig-Stickas, they don't seem as impressive as the HKEs and the Madboyz, but that's also because I have no experience playing with cavalry and very little with Bikes, so I'm just not sure of their usefulness.

NewHeretic
Good advice from Joshua:

Choose you this day
Whom you will serve...
As for me and my house,
We will serve the Lord.

NewHeretic, forum policeman.

 


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