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Zog has always marvelled the giant war machines that his clan battle against on rare occasions when gushing forth onto another world fresh for the fight. A well recognised Loota in the Deathskullz clan, he has had his Mekboyz tweak his gun far beyond what any normal Loota would suggest, which is radical in itself. But it did not end there; he hungered for more dakka. He wanted to use a bigger gun like no Ork before him had ever got his grubby hands on. It was soon he found himself training under the hands of his fellow Meks, learning the ways of building bigger and noisier guns that would spew forth death. During such times he cobbled together plates and guns to form his own gun-beast; a mighty Gargant that no clan had ever witnessed before. After learning what he could from the Meks he shortly completed his giant machine, but still this wasn’t enough. His looting personality began to itch; he wanted to loot big things, very big things indeed.
It was then he turned his grizzled head skywards in search of an answer. Time passed and he was given nought. It was when Wazdakkas Speed Freakz encountered a Warlord Titan on the Imperial Forgeworld of Scalex VI however that gave Zog his inspiration. Hearing of such a manmade machine sparked fire within Zog’s eyes; he had seen his true vision. He would begin a conquest to loot the finest of these machines that the Imperium owned. Such a daring task gathered a growing following, adding to the many Orks that were already marvelling this mad Loota. And so began the long quest to find the biggest shootiest Titan the Imperium had ever manufactured.
As current word of mouth goes, he is still searching for the Titan of his desires. He has encountered only a few in his search, from the smaller Warhounds to the mightier and much rarer Warlord Class. Each Titan his band of Boyz, now classed as Da Wreckas for their untold carnage they cause with their newly acquired machines, gains, the Imperium loses more hope in their God machines. But this is not all lost, as Zog will lose interest if it is not what he is after and will continue hunting, leaving a small ragtag group behind to enjoy their new weapon before it backfires horribly or it is taken back by Imperial forces. It is said Zog will know when he has found the machine of his desires, something that may have come to an end easily with a Warlord Class had he not got wind of an even more powerful Titan; one so powerful and old it rivals all in existence. He has yet to see a glimpse of such a machine and some suspect it just to be a rumour to put the Boyz off, but Zog thinks otherwise. When he finds it he will know and is sure he is prepared to take it for himself by any means necessary.
Despite all this Zog sticks to his own methods for the time being. He still is fond of being a Loota and as such has practised in the art of shooting beyond what any Loota would, encouraging his fellow Boyz in the gunfight to shoot harder and faster. If he is not shooting he is busying himself with new gizmos and gadgets to help him loot the vehicle of his choice to gain the advantage in any situation. His fellow Wreckas join him in the hunt whenever he is on the battlefield and will follow him to the end, which has resulted in many a casualty where the odd Boy gets caught in the tracks of a rumbling tank, or the crew manage to capture them in the act. Whatever the case Zog would normally loot the vehicle of choosing on the battlefield then leave his Wreckas to “have some fun” while he goes in search of his beloved Titan.
Ws 4, Bs 2, S 4, T 4, W 3, I 3, A3, Ld 9, Sv 3+/5++
Speshul Armour: This is a finely tuned piece of kit that Zog has cobbled together himself from leftover plates and mesh to form a more protective “suit” of armour, rivalling that of ‘Eavy Armour. It confers a 3+ armour save.
Special Rules: • Unique Character • Furious Charge • Waaagh! • This is mine I tell ya! Mine! • Da Big Loota • Get Da Wreckas! • Time to be Sneaky
This is mine I tell ya! Mine!: This is what makes Zog such a good Loota, and indeed a Big Mek too. With a mix of gizmos and gadgets, and some good whacking with a wrench, he can in theory loot any vehicle he likes and maintain almost full control over it regardless of shape, size or the previous owners that would no doubt be dead. Once per game, Zog may choose to loot a vehicle for his own purposes. Designate a vehicle of the opponent. When Zog gets into base contact with the enemy vehicle, he can roll 2D6 to enter the vehicle instead of launching an assault. When the player rolls, consult the chart: * 1-2. Zog has really misjudged his target. Him and any unit he is with take an instant-killing wound, with no armour saves or cover saves allowed * 3-8. He loses his footing and does not enter the vehicle. Him and any unit he is with count as being Tank-Shocked. * 7-9. He and his squad clamber aboard noisily and attract the attention of the crew, resulting in a brawl inside the vehicle – treat Zog and any unit he is with as if they have launched an assault. If Zog gains a Destroyed – Wrecked roll on the damage chart, the vehicle counts as being flushed out with enemies. Zog and his unit may roll for Control. If the assault fails, Zog may roll again in the next player turn. *10-12. Zog sneak inside without anybody’s notice and kill the crew mercilessly without sounding an alarm. The player can now roll for Control. If Zog and his squad are safely inside, they can now attempt to take control of the vehicle. Roll 2D6, on 10+ he manages to gain control – the vehicle is now the controlling player’s and uses Zog’s BS of 2 for shooting. It is also subject to the Don’t Press Dat! special rule. Anything less and it fails, resulting in complete shutdown of the vehicle – it becomes a wreck and Zog exits the vehicle with his squad and may not loot another vehicle. On double 2’s or less, the vehicle’s circuits overload, causing a chain reaction resulting in a massive explosion. The vehicle suffers a Destroyed – Explodes! result, to which Zog and his unit are affected.
NOTES: Titans add -2 to the Entry and Controls roll. Open Topped vehicles add +1 to the Entry roll. If the vehicle has moved 12” then add -1 to the Entry roll – if stationary add +1 to the Entry roll. If Zog is alone he can loot walkers so long as they do not have an integrated pilot (e.g. Dreadnought, Deff Dread, Killa Kanz, Penitent Engine, etc). Zog is only allowed to loot one vehicle from a squadron of vehicles. If he is attached to Da Wreckas unit him and the squad are allowed to loot squadrons.
Da Big Loota: Zog is still a Loota at heart and will remain so, by the will of the Ork Gods. As such he has not forgotten the joy of using a Deffgun, especially his own. If he joins a squad of Lootas and is equipped with his Kustom Deffgun, they benefit from the Fearless special rule and will roll D6 for shots fired instead of D3 as his fellow Lootas pump out more shots from the rallying of Zog.
Get Da Wreckas!: Zog is always in contact with the Boyz that have joined in his quest, and as such he delights in their presence to aid him. If Zog is taken, you may take a squad of 10 Burnas; 3 of which are Meks. This is a separate unit from the FOC. If Zog is attached to this unit, add +2 to any rolls for It's mine I tell ya! Mine! rule.
Options: • Replace a Burna with a Painboy >> +30pts • All the models in the Painboy’s unit may have - Cybork Bodies >> 5+ per model.
Time to be Sneaky: Sometimes Zog recognises that to be a good Loota you need to be more kunnin’. For this Zog will employ the services of fellow Blood Axe chieftains to get to his prize. If Zog is with his unit of Wreckaz, they gain the Scout and Infiltrate special rule.
Options: • May replace choppa with one of the following: - Big Choppa >> +5pts - Power klaw >> +25pts • May replace slugga with one of the following: - Big shoota >> +5pts - Rokkit Launcha >> +10pts - Kustom Mega Blaster >> +15pts - Burna >> +20pts - Shokk attack gun >> +60pts - Kustom force field >> +50pts • May replace slugga and choppa with: - Kustom Deffgun* >> + 40pts
Kustom Deffgun: This monstrous gun was first to go under the hammer when Zog began tweaking his creations. Unlike normal Deffguns this has a higher rate of fire and is much more lethal than its counterparts. The gun has the following profile: Range: 48” Strength: 7 AP: 3 Notes: Heavy D6
If Zog wishes he may overcharge the gun to fire a high powered beam more akin to a Beamy Deffgun design, but far more deadly and hazardous. The weapon cannot be fired the next turn as it has to recharge. It has the following profile: Range: 48” Strength: 9 AP: 2 Notes: Heavy 1, Gets Hot!
---
I'm not sure I should restrict him to Apocolypse or not. Is he too overpowered? Is the fluff ok? Any changes?
This message was edited 11 times. Last update was at 2011/03/18 23:58:58
Errata and Changes:
Generaldo you mean for the Burnas "If Zog Skullbitz is taken you may take a unit of 10 Burnas 3 of which are Meks. This Unit does not take up a force organization slot."
I think the options the Deffgun shoudl be put under its own category as:
"May replace Slugga and Choppa with:
Kustom Deffgun - 40 points"
And the Kustom forcie field should be put into a:
"May take:
Kustom Forcefield - 40 points"
as i reckon he could take a force field as well but would only cost 40 because... well come on he is one hell of a Loota.
Unique Character goes into the "Special Rules" section.
Its mine i tell ya! Mine! where you say "3-8" it should be 3-6 instead.
You are having to roll 2D6 followed by a 2D6 and both times attempting a 10+. Instead change it to only having to roll 2D6 once. On a 1-3 somebody spots an ork hiding round the corner. An all-for-all fight takes place. The Vehichle counts as being wrecked. Only D3 enemy models makeit out all reduced by 1 wound to a minimum of 1. And Zog and D3 other friendly models escape all with wounds reduced by 1 to a minimum of 1. On a 4-7 the Orks must take a leadership test. If passed they take hold of the vehichle but D3 models are killed in the process and they may only move up to 6". The Armour is reduced to 11 all round (unless it has an armour value of 10 on one side). If failed apply a result of 1-3. On a 8+ they take hold of the vehichle apply the don't press that special rule and the BS is BS 2. The Armour of the vehcihle is reduced to F12 S12 and R11 (unless armour value has any of 10 or 11).
It is still rather complicated but with a higher chance of success.
Kustom Burna The Kustom-Burna 2nd use should only have the template left for the next turn. otherwise it could be there throughout the whole game. And a S3 AP5 hit should be resolved in my opinion.
Instead of rolling for BS on a 1 it doesn't hit. On a 2 the hit is resolved up on Zog and any unit he is with. On a 3 your opponent may choose which unit is hit, must not be Zog or a unit containign him. In that scenario roll a scatter die but with only a D6. On a 4+ the weapon resolves its hit as normal.
Kustom Deffgun The Kustom Deffgun should be changed as the first use to be put down to S7 instead and have either in normal games D3 blast hits. In Apocalypse games D3 apocalyptic barrage hits (this last upgrade for aapocalypse games costs and extra 25points).
For the 2nd use put it down to S8 and replace "Lance" with the Melta rule.
I think these changes sort of balance it out, and help with the effectiveness of the model.
As for a points cost i would put him at 220-250 points i'm not too sure.
The fluff is good and i see no problems there.
Sorry if you think i am sort of critisizing your work loads but i'm not i think the overall idea and rules are excellent just need to be brang out to thier full. I'm sure other people will have more to say.
But good work.
DE - 3000 points Orks - 3500 points GK - 1750 points SM (Ultras) - 2500 points BA - 1750 points SW - 2000 points Tyranids - 1500 points Necrons - 1500 points CSM - 1750 points Tau - 1500 points
HE - 2000 points Skaven - 3500 points
Forgotten Kingdoms - 1000 points Protectorate of Menoth - 175 points
"I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword." - Battle Cry of the Grey Knights.
"Kill them, my children, but make it slow..." - Vaeghex, Haemonculus Ancient of the Thirteen Scars.
Lord Striklar will regret his actions. He sha'll be detonated...
Yay a comment Was wondering if this would sink down the page any faster.
Detonator wrote:
do you mean for the Burnas "If Zog Skullbitz is taken you may take a unit of 10 Burnas 3 of which are Meks. This Unit does not take up a force organization slot."
I think the options the Deffgun shoudl be put under its own category as:
"May replace Slugga and Choppa with:
Kustom Deffgun - 40 points"
And the Kustom forcie field should be put into a:
"May take:
Kustom Forcefield - 40 points"
as i reckon he could take a force field as well but would only cost 40 because... well come on he is one hell of a Loota.
Unique Character goes into the "Special Rules" section.
Duly noted about the squad and the kustom deffgun. The KFF I wasn't sure on adding but it seemed like a good idea because he's part mek. I'll make a quick shuffle.
Detonator wrote:
Its mine i tell ya! Mine! where you say "3-8" it should be 3-6 instead.
You are having to roll 2D6 followed by a 2D6 and both times attempting a 10+. Instead change it to only having to roll 2D6 once. On a 1-3 somebody spots an ork hiding round the corner. An all-for-all fight takes place. The Vehichle counts as being wrecked. Only D3 enemy models makeit out all reduced by 1 wound to a minimum of 1. And Zog and D3 other friendly models escape all with wounds reduced by 1 to a minimum of 1. On a 4-7 the Orks must take a leadership test. If passed they take hold of the vehichle but D3 models are killed in the process and they may only move up to 6". The Armour is reduced to 11 all round (unless it has an armour value of 10 on one side). If failed apply a result of 1-3. On a 8+ they take hold of the vehichle apply the don't press that special rule and the BS is BS 2. The Armour of the vehcihle is reduced to F12 S12 and R11 (unless armour value has any of 10 or 11).
It is still rather complicated but with a higher chance of success.
Hmmm well I didn't want a relatively simple process. It was on D6 rolls - one from breaking in and one for controlling the vehicle. However a friend of mine pointed out it'd be too easy for capture which made it seem bad. I put it as 2d6 because I thought it served better, and could allow for more possibilities.
Detonator wrote:
Kustom Burna The Kustom-Burna 2nd use should only have the template left for the next turn. otherwise it could be there throughout the whole game. And a S3 AP5 hit should be resolved in my opinion.
Instead of rolling for BS on a 1 it doesn't hit. On a 2 the hit is resolved up on Zog and any unit he is with. On a 3 your opponent may choose which unit is hit, must not be Zog or a unit containign him. In that scenario roll a scatter die but with only a D6. On a 4+ the weapon resolves its hit as normal.
Urm... I'm not sure I follow this one. Are you suggesting that perhaps he has a fault meter so instead of just unleashing a torrent of flame it might backfire? If so, I'm not sure on the idea. My friend just suggested perhaps a Difficult Terrain area and burn damage for people in cover, but it's an area to work over (or remove if it's unworkable).
Detonator wrote:
Kustom Deffgun The Kustom Deffgun should be changed as the first use to be put down to S7 instead and have either in normal games D3 blast hits. In Apocalypse games D3 apocalyptic barrage hits (this last upgrade for aapocalypse games costs and extra 25points).
For the 2nd use put it down to S8 and replace "Lance" with the Melta rule.
Not sure on the first mode - I did want a demonstration of sheer firepower of this thing. I could knock down the strength but blast templates might make the gun off key. Second mode I can understand where you're coming from, though this is supposed to be almost lascannon equiv, so perhaps dropping the lance rule would help balance it out.
Detonator wrote:As for a points cost i would put him at 220-250 points i'm not too sure.
It's a start I suppose. I know adding in costs he gets more expensive so at least 160pts for him, nearing 200pts might be more respective.
Detonator wrote:
The fluff is good and i see no problems there.
Sorry if you think i am sort of critisizing your work loads but i'm not i think the overall idea and rules are excellent just need to be brang out to thier full. I'm sure other people will have more to say.
But good work.
And many thanks I'm not one to go completely mad at have negative feedback (though I've done so before ) so any review is good.
Ok the thing with the Its mine I tell ya! Mine! rule is that the chance of success is very small with the rollign for 2D6 twice. In that case the main poitn of him si wasted because it is rare it would work.
i just think that with somethign with a flame like that it would have some sort of danger plus these are orks. Either that or the gets hot special rule? I thinkt hat with the 4+ it hits then it is still a better chance of it hitting with 50% chance instead of a 33.3% chance of success.
Thinkign about it yes no blast just drop down the strength for it. And do heavy D6 instead of balsts. For the second mode i think melta could be a little better than lance. Because i don't think it would be good enoguh for a lance but a melta would work for me.
i would go for 190/200 points.
Hope this has helped for you
DE - 3000 points Orks - 3500 points GK - 1750 points SM (Ultras) - 2500 points BA - 1750 points SW - 2000 points Tyranids - 1500 points Necrons - 1500 points CSM - 1750 points Tau - 1500 points
HE - 2000 points Skaven - 3500 points
Forgotten Kingdoms - 1000 points Protectorate of Menoth - 175 points
"I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword." - Battle Cry of the Grey Knights.
"Kill them, my children, but make it slow..." - Vaeghex, Haemonculus Ancient of the Thirteen Scars.
Lord Striklar will regret his actions. He sha'll be detonated...
Detonator wrote:Ok the thing with the Its mine I tell ya! Mine! rule is that the chance of success is very small with the rollign for 2D6 twice. In that case the main poitn of him si wasted because it is rare it would work.
i just think that with somethign with a flame like that it would have some sort of danger plus these are orks. Either that or the gets hot special rule? I thinkt hat with the 4+ it hits then it is still a better chance of it hitting with 50% chance instead of a 33.3% chance of success.
Thinkign about it yes no blast just drop down the strength for it. And do heavy D6 instead of balsts. For the second mode i think melta could be a little better than lance. Because i don't think it would be good enoguh for a lance but a melta would work for me.
i would go for 190/200 points.
Hope this has helped for you
Hmmm perhaps then it should be smaller if he is by himself but greater if he is with da wreckas unit? It does pump a lot of points into one unit with potential of snagging another unit. Not sure now...
Gets Hot! might be a good solution to the burst, to show potential of explosion or hitting someone else.
Mighty helpful 190pts sounds quite a nice number for him.
bonerjamz wrote:I wonder if Zog and his mates could loot an entire vehicle squadron...
...That's a very good question I suppose if he has his unit then yes, in theory they could but they'd rolls for each vehicle. And I'm not sure he should be allowed to loot dreadnoughts or equivalents.
Two things I'd actually get rid of. First, the 'Time ta get Sneaky' rule. He's a Mek, and Loota. He's not going to be subtle, he's gonna be stompy. Maybe if he were specifically a Blood Axe, but he's probably a Deffskul; blue and noisy is the way.
Second, I wouldn't let him take a KFF. He seems more about dishing out the firepower than stopping it coming in. If you need a KFF, take a separate mek for that.
Really, in general it's a strange thing for an Ork IC to have multiple options in the first place, though I can understand why you'd want those in the case of the guns. But you might want to trim the rest of it down, options wise. Include the three Grot Oilers and Ammo runts in the base cost, and give him the Kustom Burna perma-like, instead of the option for a PK, but I think it's fine to have multiple options for guns. He's a Loota after all.
Maybe, just maybe, have the Wrekkas be an Apoc only add-on, and for normal games make it so you can take a squad of Lootas as a troops choice?
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
I love seeing new ork proposed rules, nice work. i made some characters a while back: http://www.dakkadakka.com/dakkaforum/posts/list/310377.page A few things would change. I would make him I3 as he basicly has mek stats, give him the deff gun as an option but nothing else and maybe remove the bit about burnas as he's a loota (you could make a burna leader with some of the rules and weaponds you given him ?). overall
This message was edited 2 times. Last update was at 2011/03/17 13:31:10
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Anvildude, Time ta get sneaky special ule ias fairly good. Unless you haven't read the fluff he would try and sneak on to get into the behichle un noticed. he is a clever ork. maybe scout is a bit to far but infiltrate would work well.
Keep him with a KFF he is a mek!
i would agree with the runts in the base cost. But everythign else should be there. he is a Loota he will pick out of a variety of looted weapons before each battle.
I think the wreckas can stay as they are. excpet only 1 mekboy in them after soem consideration it may be better. And Lootas as troops does sound good...
DE - 3000 points Orks - 3500 points GK - 1750 points SM (Ultras) - 2500 points BA - 1750 points SW - 2000 points Tyranids - 1500 points Necrons - 1500 points CSM - 1750 points Tau - 1500 points
HE - 2000 points Skaven - 3500 points
Forgotten Kingdoms - 1000 points Protectorate of Menoth - 175 points
"I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword." - Battle Cry of the Grey Knights.
"Kill them, my children, but make it slow..." - Vaeghex, Haemonculus Ancient of the Thirteen Scars.
Lord Striklar will regret his actions. He sha'll be detonated...
Okay so, runts into the base cost and maybe lose the burna. And probs some rule tweaks on what he's not really supposed to be able to loot I put this out to people: Should Zog be allowed to loot dreadnoughts/dreadknights/deff dreads/equivalents?
Juvieus Kaine wrote:Okay so, runts into the base cost and maybe lose the burna. And probs some rule tweaks on what he's not really supposed to be able to loot I put this out to people: Should Zog be allowed to loot dreadnoughts/dreadknights/deff dreads/equivalents?
yeah. My friends wont let me use this though. oh well, its stiill pretty cool My friends think not
If the grass is greener on the other side, water your grass.
'Luck is my middle name,' said Rincewind, indistinctly. 'Mind you, my first name is Bad.'
I'd say let 'im loot anything, but in different ways. Anything that can be driven or piloted, he can take. And then, maybe add in a rule where any unit he defeats, he can 'loot' their guns.
Actually, that'd be a pretty neat rule. For every unit he defeats, through failed morale or anihilation, he adds +1 shot with his Kustom Deffgun.
Also, maybe allow him to take a Snazzgun? Just throwin' that out there.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
I think its a great Character. has to be able to loot things. A Loota who doesn't like looting things?
add the runts in. Keep the Burna.
No he can't loot things such as Dreadgnoughts and dread kngihts because they ahve someboyd mechanicaly fitted in and wired in (only for dreadgnoughts) and they wouldn't be able to get into the dreadknight because they would get shot down. As long as they are not walkers he can loot them. Though some Eldar and IG walkers he should loot... hmm... its a hard thing to get right.
DE - 3000 points Orks - 3500 points GK - 1750 points SM (Ultras) - 2500 points BA - 1750 points SW - 2000 points Tyranids - 1500 points Necrons - 1500 points CSM - 1750 points Tau - 1500 points
HE - 2000 points Skaven - 3500 points
Forgotten Kingdoms - 1000 points Protectorate of Menoth - 175 points
"I am the hammer, I am the right hand of the Emperor, the instrument of His will, the gauntlet about His fist, the tip of His spear, the edge of His sword." - Battle Cry of the Grey Knights.
"Kill them, my children, but make it slow..." - Vaeghex, Haemonculus Ancient of the Thirteen Scars.
Lord Striklar will regret his actions. He sha'll be detonated...
Anvildude wrote:Do like GW does, and write a vague, interpretableable rule that people will play both ways, then FAQ it to match the prevailing decision.
Something like "Can loot anything that has a pilot." would work fine for that.
My god I can already see how horrible that can go No I don't want to do a GW.
I've removed the burna at the moment but I still have the details somewhere so it can be put back in whenever I want. As for walkers, well, that was the problem. I can say "yes he can because he can loot anything he wants" but then I can say "No he can't since the pilot is bound to notice". In the event of Sentinels and dreadknights you could get away with looting it as he kicks the pilot out. For dreadnoughts it's quite complex since he would need to cut the "pilot" out and stick himself in.
Hmmmm I'll let him loot anything but I'll need to make it a tad more...specific.