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Made in gb
Fresh-Faced New User





Basically, this idea came from a model I bought from Arcane Miniatures for the Warmachine game. It cost £11.50 inc shipping.

It looked orky, but what could it be? Since it was a metal ball approx 2" in diameter that weighed more than a tray full of killa kans I knew I couldn't attach it to something, so I came up with this:-

Grot Rekkaz!

The downtrodden, miserable life of a grot is just like a sawn-off shoota - it is short, nasty and packed full of violence. The lucky ones get chosen to pilot the fearsome Killa Kans and wreak horrible vengeance on a cruel and uncaring world, but some Grots get to see just what the implantation process does to the not-so-lucky pilots and decide that maybe being put in a Killa Kan is not for them after all. So off they go to the scrap heaps behind the Mek shop, in the dead of night, and steal whatever strips and shards of metal they can. They labour in secret, building something strong, simple and fool-proof, but without any painful cutty bits or slicy probes to mangle their delicate gretchin bodies.

The end result is a Grot Rekka! A massive hamster-ball of bent and hammered scrap metal, with one tiny porthole through which a brave grot can climb. Feedback gyros built into the hull coupled with inertial reduction cogs and perpetual motion synthesizers ensure that the tiny grot inside can power this enormous sphere using only his legs and the vaguest sense of direction.

Some more practically minded Mekboyz, aware of the limitations of grot technical know-wots, stealthily position huge steam-hammers behind the Grot Rekkaz! to ensure they get off to a decent start. The effect the initial hammer-blow has on the grot inside is not an issue that troubles the Mekboy.

Many an Ork victory has been savoured with the dread sight of several unstoppable Grot Rekkaz! grinding relentlessly over the battlefield, crushing troops and vehicles alike. Due to the failure of the gretchin pilots to instal any windows, of course, the troops and vehicles are just as likely to be ork ones as enemy ones, but to the proud Mekboy watching his minions wreak havoc in the name of Mork (or Gork), it's all one.


Grot Rekka! 20 points

BS: 0
Armour
Front: 12
Side: 12
Rear: 12

Unit Composition: 1-3 Grot Rekkaz! may be chosen as a single Heavy Support choice. They are deployed as a single choice, but do not need to be placed together and operate independantly during the game.

Unit Type: Vehicle, Tank

Wargear: None

Special Rules:

DA Enemy Iz Dat Way!: After enemy deployment, the player must secretly write down a target location for each Grot Rekka! in his army. The Rekka! will start the game moving in a straight line towards that point, going at full Cruising speed (12" per Turn and no less!). The Rekka! will Tank Shock or Ram any unit or vehicle in its path, friend or foe! If the Rekka!'s movement in any Turn will take it past the target location then do not stop the Rekka! on the target location but complete the move as normal (ie. try and move the full 12"). Once the Rekka! reaches (or passes) the target location or if it performs a Tank Shock or Ram at any time as part of its movement, then the Rekka! moves randomly (see Where'z 'E Goin'?) in all subsequent Turns.

Where'z 'E Goin'?: Due to their lack of any actual steering combined with a disoriented and potentially concussed grot pilot, Grot Rekkaz! have a tendency to roam the battlefield at random once their initial surge of speed has expired. Roll the scatter dice each Turn. In the Movement phase the Grot Rekka! must move 6+D6" in the direction shown by the arrow on the dice. If you roll a hit, the grot pilot manages to sneak a glimpse of the battle through a crack in the armour plate and the player can then choose the direction of movement. All movement is in a straight line and the player must move the full distance. Resolve all Tank Shock and Ram results against friendly units as well as against enemy units.

Spiked Hamster-Ball of Grindy Death: Any Tank Shock made by a Grot Rekka! causes D6 Strength 7 hits on the victim unit. If the unit elects to make a Death or Glory attack, it takes a further D6 Strength 7 hits in addition to the usual effects. This does not apply to Ramming. Furthermore, the Rekka! may re-roll failed Dangerous Terrain tests. If the Grot Rekka! suffers a Weapon Destroyed result, reduce the Strength of the hits by 5. Once the Strength reaches 0 any further Weapon Destroyed results will count as Immobilised.

Pinball: If any vehicle Rams the Grot Rekka! then, once your opponent has worked out the results of the Ram and if the Grot Rekka! does not Explode as a result, immediately make a random move for the Grot Rekka! (see Where'z 'E Goin'?) to represent it being knocked about the battlefield. If you get a hit result the Ork player may choose the direction of movement. If any move would result in the Grot Rekka! impacting the vehicle that Rammed it, then move the Grot Rekka! in the opposite direction. Resolve any impacts on other units or vehicles as Tank Shocks or Rams as appropriate. Note that the result of the initial Ram still stands, so if eg. the Grot Rekka! was Rammed by a Land Raider and Destroyed - Wrecked as a result then it would pinball away from the collision with the Land Raider, possibly hitting other units, but would count as Wrecked thereafter.

Deep Strike: Sometimes, the Mekboy gets his mitts on the Grot Rekka! before the battle begins and decides to launch it into the middle of the enemy. The ork player may choose to deploy an entire unit of Grot Rekkaz! by Deep Strike. The unit is rolled for as one to come on from Reserves, but when they come on the player must treat each Grot Rekka! as a single unit for the purposes of Deep Striking. The Grot Rekka! will not suffer a Mishap it if lands on a friendly unit or vehicle or on or within 1" of an enemy unit or vehicle. Instead, the Grot Rekka! suffers an automatic Glancing Hit and you must also resolve the collision as a Tank Shock and/or a Ram (resolved against side armour, counting the Grot Rekka! as having moved 12") as appropriate. After Deep Striking all movement will be as per Where'z 'E Goin'?.

Options:

May take any of the following:

Steam Hammer (+10 points): This makes the Grot Rekka! a Fast vehicle for the duration of the initial move only ie. while the Grot Rekka! is moving from its starting location to its target location. Once it reaches (or passes) the target location or performs a Tank Shock or Ram, the Grot Rekka! ceases to be a Fast vehicle. The Steam Hammer does not need to be represented by a model, since it is used before the game begins and plays no further part in the battle. The player cannot take a Steam Hammer if deploying the unit by Deep Strike.

Grot Squawker (+5 points): Some unusually intelligent (and violent) grots 'persuade' their comrades to act as spotters, allowing them to radio instructions to the grot pilot about where to go next. Allows the player to re-roll the scatter dice and/or the D6 rolled for distance travelled each Turn, but the player must accept the re-rolled result(s).

Armour plates (+10 points): See Codex: Orks page 93.

Grot Riggers (+5 points): See Codex: Orks page 93.

Sholto

(FAQ: In addition to reaching or passing its target location or performing a Tank Shock or Ram, the Grot Rekka! will also stop its initial move and start random movement if it (i) hits impassable terrain or (ii) suffers an immobilised result and is later repaired by Grot Riggers. These events will also result in the Grot Rekka! losing the benefit of being a Fast vehicle, if the player took a Steam Hammer for it)
[Thumb - Grot Rekka!.jpg]

This message was edited 9 times. Last update was at 2008/12/03 17:09:39


 
   
Made in ru
Freaky Flayed One





possibly somewhere on a planet in a bowl somewhere (london)

20 points? not enough if you ask me.

i spent ages on my avitar. YOU MUST LIKE IT OR HE WILL EAT YOU!
thats just the way the cookie crumbles.

 
   
Made in de
Dominating Dominatrix






Piercing the heavens

It's tough to get decent rules for something like this, but I really like the basic concept.

This message was edited 1 time. Last update was at 2008/12/01 20:11:30


 
   
Made in gb
Fresh-Faced New User





ALIi B wrote:20 points? not enough if you ask me.
All right, I will! How many points should it be?

As I see it this has to be a cost-effective (although not competitive) replacement for a killa kan. The player will know that the killa kan can guarantee to contribute something to the game, whereas there is a chance that a Grot Rekka! will do absolutely nothing or, at best, force the opponent to keep his distance.

The low points cost does not just reflect the damage the Grot Rekka! can do, but also the chance that it will do nothing of any use.

So, how would you fix it?

Sholto
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






Also factor in that it is risky to use these since you are pretty much hadning out kill points for each one. So even if they do ram something they may die and give your oppenent a kill point to equal the one you just gained. So a low point value is preferable to outway this issue as well.

Althougth S10 hits seems possibly to much. Maybe S7 would be better. Can't instant kill a force commander that way but still strong enough to flaten most infantry without a thought. And weapon destroyed results reduce its strength by 3 for each result.

This message was edited 1 time. Last update was at 2008/12/01 23:22:24


DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: 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.
 
   
Made in gb
Fresh-Faced New User





I went with S10 since that was the same strength as the Deff Rolla, but making it S7 would not be a major loss in power and sounds about right. Reducing S by 3 for every Weapon Destroyed result effectively gives the Grot Rekka! 3 weapons, which is quite a lot. I thought 2 would be more realistic. Maybe make it S7 reducing to S4 reducing to S0 and then Immobilised.

As for the killpoints issue, basically I agree. This unit is largely for fun and will never be competitive.

Sholto
   
Made in us
Lead-Footed Trukkboy Driver






Saint Paul

Good idea, and good model choice.

What follows is the changes that I thought of to your rules. Just my two cents....

I think that they should be 45 points, and come with riggers, plates, squawker and steam hammer as standard.

In addition, I think the steam hammer should be a one use item, chosen to activate on any one turn either when moving to the initial point or after the scatter die has been rolled.

A possible different rule for the squaker could be that if the wrecka has LOS to any friendly gretchin model on the board, then it gets to reroll the scatter.

Deep strike and RPJ should be out.

   
Made in gb
Fresh-Faced New User





Thanks

I know why you suggest all those options should come as standard - ie you would be daft not to take them, basically. I can see your point. I like leaving it open, points-wise, for players to take a very cheap version of something, but in reality you would only take this with the various options.

Do you think Deep Strike makes the unit too powerful? Raining iron death seems like fun, but it might not be fun to be on the receiving end.

Agreed on RPJ. Only orks do that.

Sholto
   
Made in au
Killer Klaivex






Forever alone

I like it. It's something that most (sane) people wouldn't think of. Could be the cause of many laughs at GTs.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in gb
Fresh-Faced New User





It has occured to me that "secretly writing down the target location" is practically impossible to do with any degree of accuracy. What use is "3 inches behind the Leman Russ" when the Leman Russ moves in Turn 1?

I think the ork player will need to write down a direction (like an arrow) and the number of Turns of initial movement, since the Grot Rekka! must move 12" per Turn anyway (18" if it is Fast). That should do it.

Sholto
   
 
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