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Made in au
Flashy Flashgitz




Canberra, Down Under

Hey there,

I've been working on some rules for my Orkish AC-130 Spectre Gunship that I think is nearing completion. I've posted it up here to try and get an outside assessment on it's power and cost, and what needs improving.

This project is mostly because I really wanted to convert this thing up, rather than wanting to play with this particular thing. As such I wrote the rules to accommodate what my vision of this project will be - and subsequently I think that they are almost certainly too powerful. I need me some third parties to bring it in line!

The idea here is to replicate the AC-130 gunship in an orkish style, it is a old fashioned design that I think only the Orks would think of, due to the Imperials being very strict in their design freedoms. I wanted to really give it a 'behemoth of the skies' treatment, this colossal machine barely able to fly that is just covered in Kustom gunz, blasting away at everything in sight. As such, when writing the rules I tried to design around a few factors like;

- Terrible Orky Ballistic Skill. It's still BS2, which means it shoots like an Imperial Stormtrooper (the Star Wars kind, not the BS4 Veteran kind)
- Orky Randomness. The Plasma Reacta is a pretty clear rip-off from the Riptide design philosophy, but that is because I like how that works. It adds cool flavour and risk/reward.
- Unique Dakka. The guns are all new. I love the Airbursta, but mostly because Elysium made me like it. The other guns are really just because that is similar to what the AC-130 mounts, and they would look cool on the model.
- Close ground support unit. By hitting the flyer in its mobility, I wanted to give the idea that this is not a fighter - it's a ground support vehicle that needs escorts. It can have a token defence using its AA Batteries but overall, it needs escorts due to low armour and inability to face airborne threats. I reinforced this by having the infantry able to assist the gunship, just like in real life (not that 40K reflects real life at all )

In addition, I'm a huge sucker for flavour text. I love it. I feel that it helps make the unit more believable, and gives you an idea of how it functions in the world. So there is a lot of that. Brace yourself.

Please let me know all your C&C, I'd love to hear back on what could be improved or needs changing. Bear in mind I don't want to change the idea of the model - that's why I wrote them! but all the numbers, values, etc are all certainly able to be cut up and rejigged.

It's a fairly lengthy article, so bear with me. I have divided the Sections into Spoiler Tags to reduce the big Wall O' Text. If the formatting is still gross, I can fix it.

Current Version: 1.1
Changelist;
- Points cost from 260 to 200.

Statsheet, General description and Overview in this Spoiler Tag.
Spoiler:

Spekta Gunship

The Spekta Gunship is a marvel of Orkish engineering, combining their love of flying with the most amount of Dakka that can conceivably be put on to something without it falling over, or worse. It is an enormous, heavy and dangerous machine that by all rights should not even function, let alone fly. Based off an old design that the Meks dug up, the Spekta uses an unusual flight pattern – It circles the battlefield, allowing its guns maximum uptime on targets. To ensure that the pilot and copilot don’t get bored while flying, their brains are hooked up to the targeting systems in the Spekta to attempt to increase accuracy. However, this usually just results in making it very difficult for the pilots to get out because of all the wiring, and not much else.

In order to power the many systems present in the Spekta, the Meks cobbled together a power source that only an Ork mind would think is a good idea – an incredibly unstable Plazma Reacta. Barely contained power thrums from the generator, providing thrust to the plane as well as powering the weapons systems and in-flight entertainment. If the boss demands it loud enough, the pilots can Supacharge the reactor, providing increased power to the weapons system that frantically load and fire shells at an astonishing rate. However, Supacharging the reactor is often a terrible idea, as it can cause radiation leaks and has been known to accidentally melt sections of the hull away. Funnily enough, this doesn’t usually concern the pilots, who are far too busy using their many guns to rain a hailstorm of firepower on their foes. This has given the pilots an unhinged attitude even more crazed than the regular Flyboys, and earned the ‘Spektaboyz’ respect - and fear - from their Orkish comrades.



Spekta Gunship

| BS | F | S | R | HP |
| 2 | 10 | 11 | 10 | 4 |

200 Points (down from 260 in V:1.0)

Unit Type: Flyer (Flyer, Zooming)

Unit Composition: 1 Spekta Gunship

Wargear:
- Deffkannon
- Twin-Linked Kustom Airbursta
- Megashoota
- 2 Wing-Mounted AA Batteries

Special Rules:
. Plazma Reacta
. Behemoth of the Skies
. Danger Close
. Pop it! Package


Weapons Details in this Spoiler Tag.
Spoiler:

Weapons Detail

Deffkannon
A weapon more akin to an artillery piece than anything, the Deffkannon is a gun of enormous bore, firing shells the size of a man’s body with a deafening roar. It is the weapon of choice for uprooting dug-in troops, cracking vehicles or otherwise turning whatever it hits into pulp. It is, however, very inaccurate due to its colossal payload - coincidentally, it is very effective against Orks (friendly or otherwise).

| Deffkannon| S: 7 | AP: 3 | Range: 36’ | Heavy 1 |
Large Blast, Big Bore*, Ground Fire*
*Big Bore: Always scatters full 2d6, unless it is assisted via a Danger Close Radio. If assisted, the scatter can be reduced by BS as per usual.
*Ground Fire: This weapon cannot fire at Flyers (Hovering or Zooming) or Flying Monstrous Creatures (Gliding or Swooping)

Twin-Linked Kustom Airbursta
A set of autocannon-like guns that fire rapidly in unison. The Meks tinkered with the payload for these weapons and devised a round that detonates a meter or so out from the target, bathing the area around them in shrapnel and fire. When fired at full-auto, these weapons spit a storm of explosive rounds that shred infantry and hammer light vehicles.

| Twin-Linked Kustom Airbursta| S: 5 | AP: 5 | Range 48’ | Heavy 3, Twin Linked |
Small Blast, Ground Fire*
*Ground Fire: This weapon cannot fire at Flyers (Hovering or Zooming) or Flying Monstrous Creatures (Gliding or Swooping)

Megashoota
After discovering that mounting a Gigashoota on the Spekta results in crashes, a new downsized version was created and crowned the Megashoota. A collaboration of many smaller guns all firing together, the Megashoota blasts bullets at a prodigious rate, drowning targets in a hail of lead. The shrieking of the belt feeds that pump the bullets into the gun is audible from the ground, and frequently the recoil will shake loose something important. The Spektaboyz favour the Megashoota for infantry duty, tearing up squads and mowing down the survivors in a hail of ill-aimed dakka.

| Megashoota| S: 4 | AP: - | Range 36’ | Assault 14 |
Ground Fire*
*Ground Fire: This weapon cannot fire at Flyers (Hovering or Zooming) or Flying Monstrous Creatures (Gliding or Swooping)

AA Batteries
The Spekta features two wing-mounted AA Batteries hooked up to the co-pilots brain. The guns can only swivel to face flying threats, but the most challenging part of using them for the Ork gunner is not accidentally blasting apart your own plane in the crossfire.

| AA Batteries| S: 5 | AP: - | Range 36’ | Assault 2 |
Top Guns*, Wing Mounts*
*Top Guns: The wing mounted AA batteries have a 360 degree fire arc, but can only fire at Fliers (both Zooming and Hovering) and Flying Monstrous Creatures (both Gliding and Swooping). The AA Batteries may fire at a different target than the other guns on the Spekta. They always count as firing via Skyfire. AA Batteries Ballistic Skill cannot be increased via Danger Close.
*Wing Mounts: There is one AA Battery on each wing, however they must both fire at the same target.


Special Rules in this Spoiler Tag.
Spoiler:

Special Rules

Plazma Reacta
A highly unstable reactor based on looted Imperial tech from Titans. The Meks took it apart and put it back together again in a way that did succeed in making it smaller, but also succeeded in making it both highly explosive and erratic at best. They deemed it necessary to ‘soup up’ the engine as much as possible, and have included a Supacharge function. Supacharging slams a vast amount of extra fuel into the reactor, causing a sudden and uncontrollable surge of power. This power can be redirected to the weapons systems, speeding up ammo feeds, fire rates, and performance, but not without risk. Sometimes too much power is generated, and the reactor leaks, causing fires, radiation and searing plasma to spray all over the hull. Consequently, nobody in their right mind would ever use it – perfect for Orks.

At the start of the Ork players Movement Phase they may elect to attempt to Supacharge the Plazma Reactor. Roll a single D6 - That cannot be re-rolled in any way - and consult the below.
On a 1 or 2 the Reactor has a malfunction – a fire breaks out, plasma leaks or another disastrous thing occurs. The Spekta immediately takes a single HP in damage that cannot be negated in any way.
On a 3+, the Reactor works as intended. You can choose to direct the power to one of several options:
- Firing all weapons as per regular Flyer rules for this turn.
- Can perform Pivots and Zoom as per standard Flyer rules for this turn.

Behemoth of the Skies
The Spekta is a enormous flyer with little maneuverability, and limited power to fire its many weapon systems. Without Supacharging the reactor, the Spekta is sluggish and cannot bring its full firepower to bear. The reactor toils under the huge weight of the craft, and only by pushing it to its limit can the Spekta go from the behemoth of the skies to the beast of the skies.

The Spekta is a vast, slow machine – it can only Zoom 18’ rather than 18’–36’ as per standard Zooming flyers, and can only perform Pivot moves up to 45% rather than 90%.
In addition, the Spekta can only fire 2 of its Weapons per turn (not including AA Batteries).

Danger Close
After much experimentation, the Meks discovered that the Spektaboyz find it easier to shoot things up when they know where they are. Consequently, the Meks designed a device for transmitting the coordinates of the enemy position to the Spekta Gunships targeting systems for precision aiming. In reality, it’s just a radio that the Boyz yell in to when they get close to whatever they are attempting to crump.

Purchase up to 10 Danger Close Radios for any model including Vehicles for 3 points each.

Models with a Danger Close Radio can use it to increase the accuracy of the Spekta Crew. This does not require the model to do anything except be in range – after all, yelling into things is part of Ork nature! If a model with a Danger Close Radio is within 12’ of a unit being shot by the Spekta Gunship, the Spekta has its Ballistic Skill increased to 3.

This effect cannot stack for a higher Ballistic Skill than 3. A model engaged in combat or in a challenge cannot use their Radios – They’re too busy fighting!

Pop It! Package
A one-time use package of smoke, IR-decoys, flares, chaff and whatever else the Meks stuffed in to the box (usually miscellaneous junk, and not occasionally a Grot or two) disrupt missile locks, heat seekers and obscure the enormous vehicle. Combined with looted technology for holofields or power fields the Spekta becomes incredibly difficult to target by air threats and ground threats alike.

After hits have been resolved by an enemy on the Spekta Gunship, the Spekta player can elect to use the Pop It! Package. Firing this package grants the Spekta Gunship a 4+ Cover Save for this turn. This is one-use only. Unlike Evading, this does not force the Spekta to snap fire.


That's it! Let me know what you think and if you have any suggestions - I'd love to hear them. I’ve no doubt missed something super obvious as well, so if there are glaring omissions, apologies and let it be known.

Cheers,
Sparky.

(Don't be too harsh!)


This message was edited 2 times. Last update was at 2014/05/02 04:42:49


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in us
Gore-Soaked Lunatic Witchhunter







You've created something that is both strictly worse and much more expensive than the Stormraven, this unit is much too expensive for what it does and how long you expect it to survive. You could drop the cost by a hundred points, honestly, and it'd be pretty fair then.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Preacher of the Emperor






The AC-130 is awesome and your Ork version is hilarious. I don't have time to run a proper points costing and am not sure I'd get it right even if I did, but it is awfully fragile for the price you've given it.

"Behemoth" is interesting, but I'd do a little measuring -- can it actually stay on the average table if it can only turn 45 degrees per move?

Also it'd be nice to see a higher-strength weapon on there to kill enemy armored vehicles. Because shooty!

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 SisterSydney wrote:
"Behemoth" is interesting, but I'd do a little measuring -- can it actually stay on the average table if it can only turn 45 degrees per move?


Turning radius of about 22" (compared to a minimum turning radius of 9" for a standard flyer and almost nothing for one with Vector Dancer), so it'd be a near thing.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Wondering Why the Emperor Left




Toledo, Ohio

Love it! Keep up the good work as it's a great idea, and you're def on the right track however I do have to agree with above, much too fragile for the points you are offering to pay for it. Also the 45 degree turn radius needs to be play tested some.

Love the idea and the rules are great! Now if only GW would come up with fresh ideas like this every once in a while
   
Made in us
Gore-Soaked Lunatic Witchhunter







In all honesty the bigger problem with a 45-degree turn is it's harder to measure.

(Forge World is the division that comes up with fresh ideas)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Flashy Flashgitz




Canberra, Down Under

 AnomanderRake wrote:
You've created something that is both strictly worse and much more expensive than the Stormraven, this unit is much too expensive for what it does and how long you expect it to survive. You could drop the cost by a hundred points, honestly, and it'd be pretty fair then.


Well, yes and no. The Spekta has a more defined role while the SR can potentially be many things - transport, close air support or fighter - depending on its loadout. I recognise that it is overcosted, but I would rather have it cost too much than cost too little, pretty much like everything for Orks at the moment. If the SR is configured for close air support, you get more shots at a much better accuracy, and some have Rending, while the Spekta gets Templates (lots of Templates), a single gun with a good AP value and multiple lesser shots. I think they are comparable, with good rolling from the Ork player.

Most of the issues emerge when you consider Interceptor - spending 260 points on something so fragile can quickly backfire if you're facing down Missilesides or Quad Guns. I know it's a problem, but the Spekta simply has too much dakka to lower it's points by a substantial margin, IMO. Maybe down, say, 60 points would be a push.

Thanks for the feedback mate.

 SisterSydney wrote:
The AC-130 is awesome and your Ork version is hilarious. I don't have time to run a proper points costing and am not sure I'd get it right even if I did, but it is awfully fragile for the price you've given it.

"Behemoth" is interesting, but I'd do a little measuring -- can it actually stay on the average table if it can only turn 45 degrees per move?

Also it'd be nice to see a higher-strength weapon on there to kill enemy armored vehicles. Because shooty!


Thanks for the comments Sydney.

I knew you'd like it, I saw your design for the Valkyrie with the AC-130 style Exorcist. That thing was cool.

I'm very unsure of the costing too, some of my mates mentioned that it felt 'about right' but were still skeptical.

It is awfully fragile, though most of the time you'd be getting hit at AV11 because you'd be side-facing them - not that AV11 is great or anything but all the other Ork Flyers are AV10. I wanted to make sure it wasn't too out of the ordinary, and AV11 reflects that some armour has been added, but it's nowhere near the SR or Valk.

Originally I had the Deffkannon at S:8, but it felt a bit too strong. Being able to shoot something that can Instant Death most targets from the air (thus making it harder to grab cover and return fire) felt like a copout. My mate who plays Tau was especially adverse to it, because Instant Deathing Crisis Suits is pretty rough... then again... Tau players, right.

 Bellzo wrote:
Love it! Keep up the good work as it's a great idea, and you're def on the right track however I do have to agree with above, much too fragile for the points you are offering to pay for it. Also the 45 degree turn radius needs to be play tested some.

Love the idea and the rules are great! Now if only GW would come up with fresh ideas like this every once in a while


Thanks mate, I'm beginning to realise that costing may be an issue with the complexity involved. There are a lot of factors that make it difficult to put values on.

I am yet to test the pivoting, but I really should. It was my belief that 45 should allow it to glide around the outskirts of the map. The advantage of the side-mounted system is that unlike other flyers it doesn't need to barrel down at it's target, and therefore doesn't rely on extreme maneuverability. I'll look in to it, and see if it can actually work.


This message was edited 1 time. Last update was at 2014/05/02 00:16:57


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Sparkadia wrote:
 AnomanderRake wrote:
You've created something that is both strictly worse and much more expensive than the Stormraven, this unit is much too expensive for what it does and how long you expect it to survive. You could drop the cost by a hundred points, honestly, and it'd be pretty fair then.


Well, yes and no. The Spekta has a more defined role while the SR can potentially be many things - transport, close air support or fighter - depending on its loadout. I recognise that it is overcosted, but I would rather have it cost too much than cost too little, pretty much like everything for Orks at the moment. If the SR is configured for close air support, you get more shots at a much better accuracy, and some have Rending, while the Spekta gets Templates (lots of Templates), a single gun with a good AP value and multiple lesser shots. I think they are comparable, with good rolling from the Ork player.

Most of the issues emerge when you consider Interceptor - spending 260 points on something so fragile can quickly backfire if you're facing down Missilesides or Quad Guns. I know it's a problem, but the Spekta simply has too much dakka to lower it's points by a substantial margin, IMO. Maybe down, say, 60 points would be a push.

Thanks for the feedback mate.



The issue with assessing them as comparable in the close air support role is the Stormraven's massively higher armour and transport/assault ramp; it's in a position where it can be just as effective at air support while being a superb transport and a fair bit tougher at the same time for fifty fewer points.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Flashy Flashgitz




Canberra, Down Under

 AnomanderRake wrote:
 Sparkadia wrote:
 AnomanderRake wrote:
You've created something that is both strictly worse and much more expensive than the Stormraven, this unit is much too expensive for what it does and how long you expect it to survive. You could drop the cost by a hundred points, honestly, and it'd be pretty fair then.


Well, yes and no. The Spekta has a more defined role while the SR can potentially be many things - transport, close air support or fighter - depending on its loadout. I recognise that it is overcosted, but I would rather have it cost too much than cost too little, pretty much like everything for Orks at the moment. If the SR is configured for close air support, you get more shots at a much better accuracy, and some have Rending, while the Spekta gets Templates (lots of Templates), a single gun with a good AP value and multiple lesser shots. I think they are comparable, with good rolling from the Ork player.

Most of the issues emerge when you consider Interceptor - spending 260 points on something so fragile can quickly backfire if you're facing down Missilesides or Quad Guns. I know it's a problem, but the Spekta simply has too much dakka to lower it's points by a substantial margin, IMO. Maybe down, say, 60 points would be a push.

Thanks for the feedback mate.



The issue with assessing them as comparable in the close air support role is the Stormraven's massively higher armour and transport/assault ramp; it's in a position where it can be just as effective at air support while being a superb transport and a fair bit tougher at the same time for fifty fewer points.


Very true. The SR is a bargain for how great it is, especially considering you get a lot of that functionality for 'free' or at least baked-in to the cost. What is your recommendation? Lower points, more armour? Consider that it will be majority side armour facing to ground-based threats while air threats will really have no issues getting to its front or rear because it is so slow and predictable - but that was kind of the idea.



Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in us
Gore-Soaked Lunatic Witchhunter







Lower cost, mostly. I'd put this one at comparable to a Thunderbolt (slightly less durable, more reliable blasts, lower BS, and less manoeuvrable) for a cost of 175-180pts.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Flashy Flashgitz




Canberra, Down Under

 AnomanderRake wrote:
Lower cost, mostly. I'd put this one at comparable to a Thunderbolt (slightly less durable, more reliable blasts, lower BS, and less manoeuvrable) for a cost of 175-180pts.


Alright, sounds good. I'll bring it down to 200 for now, and see how other sources think that is. Thanks for the comments Rake.


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in us
Preacher of the Emperor






 Sparkadia wrote:


 SisterSydney wrote:
The AC-130 is awesome and your Ork version is hilarious. I don't have time to run a proper points costing and am not sure I'd get it right even if I did, but it is awfully fragile for the price you've given it.....


Thanks for the comments Sydney.

I knew you'd like it, I saw your design for the Valkyrie with the AC-130 style Exorcist. That thing was cool.


Ha! I see my reputation (for MADNESS) precedes me. Exorcist Valk is here, for reference -- I need to update it and the other Sororitas Valkyrie variants based on Codex: Imperial Guard Astra Miltarum, though.


 Sparkadia wrote:
I'm very unsure of the costing too, some of my mates mentioned that it felt 'about right' but were still skeptical.


I've taken to Ovion's rules of thumb for costing, but they require some kind of baseline unit to start from, and the more you change, the more iffy it gets. (Especially for super heavies). I don't suppose there's an Ork Bomma load-out you could start from as a baseline for rules & cost and then build up to the Spekta from there?


Automatically Appended Next Post:
Okay, I've gone and done it, you've inspired me to revise my Exorcist-toting AC-130-style Sororitas Valkyrie, now named "Virago," along with several other variants.

Backstory for the confused:
Spoiler:

 SisterSydney wrote:
 Sparkadia wrote:


 SisterSydney wrote:
The AC-130 is awesome and your Ork version is hilarious. I don't have time to run a proper points costing and am not sure I'd get it right even if I did, but it is awfully fragile for the price you've given it.....


Thanks for the comments Sydney.

I knew you'd like it, I saw your design for the Valkyrie with the AC-130 style Exorcist. That thing was cool.


Ha! I see my reputation (for MADNESS) precedes me. Exorcist Valk is here, for reference -- I need to update it and the other Sororitas Valkyrie variants based on Codex: Imperial Guard Astra Miltarum, though.

This message was edited 1 time. Last update was at 2014/05/03 03:10:26


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in au
Flashy Flashgitz




Canberra, Down Under

 SisterSydney wrote:
 Sparkadia wrote:


 SisterSydney wrote:
The AC-130 is awesome and your Ork version is hilarious. I don't have time to run a proper points costing and am not sure I'd get it right even if I did, but it is awfully fragile for the price you've given it.....


Thanks for the comments Sydney.

I knew you'd like it, I saw your design for the Valkyrie with the AC-130 style Exorcist. That thing was cool.


Ha! I see my reputation (for MADNESS) precedes me. Exorcist Valk is here, for reference -- I need to update it and the other Sororitas Valkyrie variants based on Codex: Imperial Guard Astra Miltarum, though.

 SisterSydney wrote:
Okay, I've gone and done it, you've inspired me to revise my Exorcist-toting AC-130-style Sororitas Valkyrie, now named "Virago," along with several other variants.


Awesome. I'll take a look if I have downtime today, the way you write inspired much of how I wrote this.

 SisterSydney wrote:
 Sparkadia wrote:
I'm very unsure of the costing too, some of my mates mentioned that it felt 'about right' but were still skeptical.


I've taken to Ovion's rules of thumb for costing, but they require some kind of baseline unit to start from, and the more you change, the more iffy it gets. (Especially for super heavies). I don't suppose there's an Ork Bomma load-out you could start from as a baseline for rules & cost and then build up to the Spekta from there?


There is the stock Ork Blitza-Bommer, but they are so inherently different that I think it is hard to compare. The Bommer comes in at 135, but it has less firepower (substantially so), has to Bombing Run to do real damage, and has 1 less AV on the sides. It is however, much faster.

The Burna Bommer has the Grot Gunner with his TL Big Shoota which I suppose is comparable to the AA Batteries, but it comes stock. It is a very difficult thing to price indeed. Unfortunately, no baseline yet exists for a platform like this.

.

The problem with the Spekta, as I see it, is that Interceptor essentially renders it useless. All it has is guns - lots of guns - and defensively nothing much at all. A single Crew Shaken result will negate much of its firepower (the blasts) for a turn, and other results like Immobilized or Stunned are even worse. Its a riddle, because most flier compensate with Twin-Linking or other means to still put bullets down-range.


I'm also contemplating removing the Danger Close rule - it seems overly complicated and means that people have to model it on to things and measure here and there and blah blah blah, seem like an awful lot of legwork. However, I don't want to Spekta to be BS3, because it's manner by Orks after all... so how do I compensate for the likelihood of scatter and the huge loss of firepower from the Megashoota (assault 14 isn't so scary when only 4.5 hit) without increasing BS?


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
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Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
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Danger close is probably overcomplicated -- and since when have Orks cared that other Orks were in the blast radius?

Not sure how to resolve the BS:2 issue except da trashinnul Orky wayz -- make it moar shootier!

As for defense, maybe something like the Ramshackle rule, or just extra Hull Points, to reflect the fact that you can shoot the hell out of this thing without actually hitting vital: Grots and bits fall out but the Spekta flies on.

And thanks for your kind comments about my units. Homebrewers of the world unite -- you have nothing to lose but your brains!

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
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Canberra, Down Under

 SisterSydney wrote:
Danger close is probably overcomplicated -- and since when have Orks cared that other Orks were in the blast radius?


Very true. It was a good idea, had some cool conversion opportunities and added to the feel that it was a close-support gunship, but it comes out as too busy or complicated. I'll cut it, I think.

 SisterSydney wrote:

Not sure how to resolve the BS:2 issue except da trashinnul Orky wayz -- make it moar shootier!


I suppose. I'm reluctant to make the guns much shootier in case of a huge roll from the Ork player. It has been known to happen!
Maybe putting the Megashoota up to 18 or 20 shots.

 SisterSydney wrote:

As for defense, maybe something like the Ramshackle rule, or just extra Hull Points, to reflect the fact that you can shoot the hell out of this thing without actually hitting vital: Grots and bits fall out but the Spekta flies on.


Perhaps. Ramshackle is kind of ass because it gives you a 2/3 chance to blow up from a Wrecked result, which sucks for Boys. I put it on 4HP to make it appear very chunky (moreso than a Rhino, Chimera or even a Leman Russ!) but 5HP is pushing into Super Heavy territory.
Maybe giving it an 'armour save' which isn't so much an Armour Save as it is a 'You hit something that they had duct-taped on and was entirely unimportant, though it might make the pilots sad' save

 SisterSydney wrote:

And thanks for your kind comments about my units. Homebrewers of the world unite -- you have nothing to lose but your brains!


One day though, one day they will recognise our genius! bwahaha! BWAHAHA!


This message was edited 1 time. Last update was at 2014/05/05 06:28:17


Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in au
Fresh-Faced New User




are you serious.......assault 14? 14 shots did i read that right? even for an ork thats alot of dakka.......


Automatically Appended Next Post:
Are you serious.......assault 14? 14 shots did i read that right? even for an ork thats alot of dakka.......

This message was edited 1 time. Last update was at 2014/05/21 04:32:25


 
   
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To be fair. Doesn't the Tyranid Tyrannofex have an Assault 20 weapon?

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Nasty Nob






Seems kind of over-complicated.

I see little reason why this thing should be less accurate than a dakkajet, so the Big Bore and Danger Close rules seem unnecessary. If you want to make it more accurate against ground targets, give it Strafing Run.

There's no need for rules to make sure that blast weapons can't target fliers; they can't anyway unless they are hovering, in which case I'd say they could be hit and strafing run takes care of making them slightly harder targets than things on the ground.

I'd simply say that the ground-targeting weapons can't use skyfire, while the AA ones must use it.

The airbursta description seems like it could have Ignores Cover.

The deffkannon seems like it could be replaced by a boomgun and the AA batteries could be simply big shootas. Are you avoiding using weapons from the current codex in case they get changed soon?

Considering that the spectre is famous for circling it's target, it seems extremely odd to restrict it's turning to 45 degrees.

Have you made a model for this thing?

   
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Fixture of Dakka




Temple Prime

 SkavenLord wrote:
To be fair. Doesn't the Tyranid Tyrannofex have an Assault 20 weapon?

Fleshborer hives are also a poor man's punisher cannon at the best of times.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
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 Kain wrote:
 SkavenLord wrote:
To be fair. Doesn't the Tyranid Tyrannofex have an Assault 20 weapon?

Fleshborer hives are also a poor man's punisher cannon at the best of times.


Yeah, good point. What I was trying to get at though was that there are weapons that go above assault 14.

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in us
Gore-Soaked Lunatic Witchhunter







 SkavenLord wrote:
 Kain wrote:
 SkavenLord wrote:
To be fair. Doesn't the Tyranid Tyrannofex have an Assault 20 weapon?

Fleshborer hives are also a poor man's punisher cannon at the best of times.


Yeah, good point. What I was trying to get at though was that there are weapons that go above assault 14.


I have a plane with a Heavy 20 gun!

(The largest number of attacks I've ever seen on a single gun is 6d6, which averages twenty-one shots but can get higher)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
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Wait, Heavy 20 on a flier?

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 SisterSydney wrote:
Wait, Heavy 20 on a flier?


Vulture, Punisher Cannon. Twin-linked S5/AP- Heavy 20 on a 12-12-10 plane with Vector Dancer. Best Forge World unit.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Preacher of the Emperor






Ah, yes, the Vulture. Best. Flier. Ever.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Stabbin' Skarboy





armagedon

lol me and a friend built an ork ac130 for his grot airforce!! Great to see others! Do you have a model to go with the rules???

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US

So much win in this thread, I love it.

'Nids uber alles. And GK I guess . . . them too.

2k 'Nids
2k GK 
   
 
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