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Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

Simply because I would just love GW to make a Mekboy Speedsta model and include it in the next codex. Mainly because using them in Epic was such fun and they would make a frankly exceptional addition to a speek freak ork army as a heavy support choice. Based on these alone I had to come up with some rules.


Mekboy Speedsta 100 pts
Armour
Mekboy Speedsta BS : 2 Front : 13 Side : 12 Rear : 10
Unit Type: Fast, Tank
Equipment: Hull mounted Twin Linked Big Shoota
Special Rules: Big Mek Krew
May take any of the following:
Red Paint Job +5 pts
Grot Riggers +5 pts
Armour Plates +10 pts
Reinforced Ram +5 pts
Speedsta Sheild +10 pts
The Speedsta must be equipped with one of the following
Hull mounted Lifta Droppa +75 pts
Hull mounted Zzappa Kannon +55 pts
The Speedsta may replace its hull mounted twin linked Big Shoota with one hull mounted:
Twin Linked Rokkit Launcha +5 pts
Kustom Mega Blasta +5 pts

Lifta Droppa Rules
Orks sometimes employ crude force field technology on the battle field to allow vehicles to physically lift other vehicles from the ground and drop them onto the enemy.
A Lifta Droppa weapon is fired in the shooting phase, the speedsta must remain stationary to use the Lifta Droppa, choose a vehicle withing 24” and in line of sight, the lifta droppa hits on a roll of 4+. Then choose a point within 18” of that vehicle, this will be the point where the vehicle will be dropped. The point may not be in impassable terrain and the point cannot be a point that would mean troops engaged in close combat are hit (If the point cannot be used simply choose another point). The vehicle then scatters a full 2D6 from this point. If the vehicle would land in impassable terrain, reduce the scatter distance such that the vehicle lands beside it.
Place the lifted model’s centre on this spot; do not pivot the vehicle in this movement. All non vehicle models under the vehicle take a strength 9 hit. Vehicles take a hit on the side armour (representing their top armour), equal to a ramming hit from the vehicle, so using the front armour of the vehicle being dropped, as if the vehicle had moved 12”. Every embarked model inside a vehicle that falls takes a strength 5 hit.
The vehicle dropped takes a strength 10 hit to the rear armour representing the bottom of the vehicle. If the vehicle survives, move all models under the dropped vehicle out of the way maintaining coherency. In addition to other effects walkers take an immobilised result. Non immobilised skimmers can be moved by the lifta droppa but will not fall, simply land the model at the point found, move all models under it out the way maintaining coherency, no damage to any model happens as a result of moving a skimmer that is still mobile.
If the vehicle is in a squadron and it is taken out of coherency due to the movement by a lifta droppa, the enemy may attempt to regain coherency in their next movement phase if coherency is not maintained the moved vehicle counts as Destroyed-wrecked.
All movement by a lifta droppa, measuring from the lifted point to the new position, adds to the movement of that vehicle until the enemy’s next movement phase. It is always 6+ to hit a vehicle that was lifted using a lifta droppa in the next assault phase (even walkers).

Zzappa Kannon
The Zzappa Kannon is an incredibly powerful and huge twin barrel cannon that is just shorter than the full length of the speedsta with the barrels mounted to both sides of the speedsta hull. It utilises the same technology as its smaller brother the Zzap cannon. Zzappa Kannons come mounted on a Mekboyz own Speedsta as it requires a degree of skill and precision to fire such a complex weapon. However with the additional guidance system and speed compensators the weapon is incredibly accurate when used in this way.
The Zzappa Kannon can be fired in the following ways, declare which type each time it is fired.

Blasta shots Range : 24” S : 2D6 AP : 3 Type : Heavy 3
When firing the Zzappa Kannon with Blasta shots, roll 2D6 to determine the strength for each of the 3 shots. If the strength of the shot is 11 or 12 then the kannon has overloaded and that shot has not hit otherwise the shot hit automatically role to wound for that shot.

Focus shot Range : 24” S : 2D6 + 2 AP : 2 Type : Ordnance 1, Small Blast
If the strength of the focus shot is greater than 10 the shot still happens at strength 10, however the Mekboy Speedsta takes a single glancing hit.

The Zzappa Kannon counts as two weapons when considering Weapon Destroyed results.
On the first weapon destroyed: Blasta shots is reduced to Heavy 2 and Focus shot strength is reduced to 2D6.
On the second weapon destroyed result the weapon can no longer operate.

Big Mek Krew
Mekboy speedsta is crewed by the Mek that built it; he is completely in tune with the intrinsic workings of the machine that he has built.
In the movement phase, instead of moving, the Mek can attempt to repair one weapon destroyed result. On a roll of 4+ one weapon destroyed result is fixed. This may subsequently allow the weapon to fire in that turn. If the Mekboy attempts this and fails he may not fire any weapons in the shooting phase.
If the Mek does not attempt to repair a weapon destroyed result he may instead attempt to repair an immobilised result in the shooting phase instead of shooting. On a roll of 4+ the vehicle is again mobile and can move next turn. Meks are often very competitive over their machinery no other Mek can attempt to repair the Speedsta in any way.

Speedsta Sheild
Mekboyz often employ simple force field technology to protect them and their machinery. A Speedsta Shield works to help conceal a vehicle when moving at high speeds making it difficult for the opponent to make an accurate shot. When moving at combat speed or faster the speedsta gains a 5+ obscure target save. You must end the movement at least 8” away from your starting point to gain the save.

This message was edited 13 times. Last update was at 2010/04/13 21:24:47


   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Not exactly what you are pruposing but FW is making Lifta-droppa arm that will work with both a Stompa and a BW it looks like.

"I have traveled trough the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in se
Dakka Veteran





I'll take 3...

This message was edited 1 time. Last update was at 2010/04/09 00:50:04


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

Nicorex wrote:Not exactly what you are pruposing but FW is making Lifta-droppa arm that will work with both a Stompa and a BW it looks like.


There are rules in the apoc book for lifta droppas, but it is very lacking in the detail department, like what happens when you lift a mobile skimmer and what happens to the people embarked on the vehicle.

I think these rules are pretty thought through and well written. Thinking it would take up a role like a predator or a fire prism. Any suggestions on improvements?

I'd deffinitely have 3 if GW decided to make them. May have to go make one at this rate.

This message was edited 4 times. Last update was at 2010/04/17 09:59:07


   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Long essay!

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

SOUNDS PRETTY COOL, i'D GRAB AT LEAST ONE TO TRY IT OUT

W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in us
Mysterious Techpriest







Warlordron'swaagh wrote:SOUNDS PRETTY COOL, i'D GRAB AT LEAST ONE TO TRY IT OUT


That's what she said.


I'm not so sure about giving the Mek the ability to repair and fire the weapon in one go is a great idea; it would render the vehicle absurdly difficult to disarm, especially with so many weapons and one of them taking two "weapon destroyed" results to disable.

DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+

2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

Owain wrote:

I'm not so sure about giving the Mek the ability to repair and fire the weapon in one go is a great idea; it would render the vehicle absurdly difficult to disarm, especially with so many weapons and one of them taking two "weapon destroyed" results to disable.


There are of course alot of drawbacks. The speedsta can't move that turn, meaning you couldn't do this if any troops are near by (they would hit automatically in CC in opponents next assault phase and destroy you). You couldn't benefit from the speedsta sheild, If you fail you can't shoot at all in the next shooting phase. Your Mek can't attempt to fix an immobilised result that turn. Really it is very much a gamble move and something that should only be tried in dire need.

Also note it says you fix one weapon destroyed result, meaning Zzappa Kannon would require 2 fixes like this to go from not working at all to working fully.

This message was edited 1 time. Last update was at 2010/04/17 09:56:17


   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

Owain wrote:
Warlordron'swaagh wrote:SOUNDS PRETTY COOL, i'D GRAB AT LEAST ONE TO TRY IT OUT


That's what she said.


I'm not so sure about giving the Mek the ability to repair and fire the weapon in one go is a great idea; it would render the vehicle absurdly difficult to disarm, especially with so many weapons and one of them taking two "weapon destroyed" results to disable.


There is absolutely nothing wrong with this. Normal Meks, big or upgrades, can alreadr repair weapons on vehicles and have them fire that same turn. It's right in the ork codex, if anything it's worse for the ork, by making it the ONLY one that can try to do it. I once ran a full mek squad, with 2 big meks 4 deff deff dreads and 3 kill kans <the big meks were in a BW with force field. It was hilarious, if any of my walkers got broke, on the move turn I'd hop out of wagon, shoot turn, fix walker, then run behind BWGN for cover, and jump back in next turn. I lost 2 killa kans, from immobilized and most of my mek boyz, but thats all. My opponent was confounded and i laughed ><inside>

W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
 
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