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Made in us
Screamin' Stormboy






continued from http://www.dakkadakka.com/dakkaforum/posts/list/30/246727.page


MEGA GROTS Final Product!

Some grots are blessed with the great gift of privacy, and while most of their siblings are getting stepped on and eaten, they are able to work on their own projects. Scrounging bits and pieces of metal, cable, and ammunition some grots build themselves their own mechanized armor suits, as well as scratch built balistic beuties that any strait minded boy would love to get their hands on. These 'Mega' Grots feel themselves superior to all other forms of orkish life. They are smarter than the orks, they are tougher and shootier than the grots, and they are much smaller targets than the 'trapped' Killakan pilots. Once huddled together, and the toughest of them identified, the Mega Grots march, waddle, and flop off to war. 'We'z don't need t'em uther green skins, we'z iz non-stoppable!'

Mega Grot: 6pts WS:2 BS:3 S:2 T:2 W:1 I:2 A:1 Ld:5 Sv:2+
Gunnery Team: 15pts WS:2 BS:3 T:2 W:2 I:2 A:2 LD:5 Sv:2+
Poo Baa: 10pts WS:2 BS:3 S:2 T:2 W:1 I:2 A:2 Ld:7 Sv:2+

4-14 grots plus 1 Gran' Poo Baa Boss Grot per mob standard, and is taken as a troops choice. The squad may take up to 1 Mega Grot Gunnery Team

-----------------

Gear:
Mega Grots: Grot Blasta and Megagrot Armor
+2 points to replace grot blasta with Shoota, OR replace grot blasta with a Power Bit

Gran' Poo Baa: Power Bit, Megagrot Armor, Poo Baa Boss Banna', and 'Hate da Big 'Uns' Special Rule

Megagrot Armor: 2+ save (in profile), Slow and Purposeful, Falls Over Special Rule, unstable special rule, (still counts as only 1 in transport)

Power Bit: Power Weapon; Doubles str (4); Strikes Last

Poo Baa Boss Banna: Gives the Boss a confidence boost of +1 leadership (included in profile) and counts as a Boss Pole (reroll leadership at the cost of a wound to the squad). It also gives the squad the 'We Waaagh Too' Special rule.

-----------------

The Mega Grot Gunnery Teams are 2 models based as one, exactly like a IG heavy weapons team. Roll for 'fall over' as one model.

In addition to the Mega Grot Gunnery Team's normal cost, they must also take one of the following.

_ _ _ _Grot Zooka: +10pts: As per Codex Ork

_ _ _ _Rocket: +5pts: As per Codex Ork

_ _ _ _Scorcha: +5pts: As per Codex Ork

_ _ _ _Gattling Grot Gun: +5pts: S3, AP-, * shots, 24", Misfire Special Rule.
* : The gun gets 6D6 shots, -1 Die for every full inch the squad moved.
Misfire: For Every roll of 1 to hit, then roll to wound against the Mega Grot Squad. (wound on 3+, save on 2+)

_ _ _ _Twangga (mini ballista-like): +10pts: Fires a Bolt, Speedy, or Shreddy projectile (must be declared before measuring range).
Bolt = S5, AP3, Hvy 1, 24" :: Speedy = S4, AP4, Hvy 1, 36" Twin Linked :: Shreddy = S4, AP5, Hvy 1, 18", small blast, Rending

-----------------

-Special Rules-

Falls Over: Moving in such large suits is quite a difficult task, and sometimes it requires field use for a grot to realize it's mega boots doesn't work. At the beginning of each turn before the grot squad moves, roll a die for each Mega Grot in the squad. On a roll of 1 the grot falls over and can't act for the remaining of the turn (being moving, shooting, or attacking in CC). The rest of the unit can move normal but still cannot break unit coherency. The fallen grot can be left behind and counted as dead. This rule may be negated if the squad does not move, and is not currently locked in CC. (Must choose to not move BEFORE any rolls are made). Does not effect the use of a Grottapult either.

Unstable: A suit of Mega Grot Armor is a very shaky devise, and they often display open cases of ammunition and high explosives. Every time a Mega Grot dies then they deal a str 3 small blast centered over themselves at the end of the issuing phase (aka, do all the shooting before issuing explosions). For the Gunnery Teams, this happens for each wound.

Hate da Big 'Uns: A unit with a Gran Poo Baa Boss cannot be joined by any Independent characters or embark in transports.

We Waaagh Too: "Weez as big an' scary as these uthers, so weez gonna Waaagh too!" This allows the Mega grot squad to Waaagh with the other ork mobs, but at a one turn time delay (ex if Waaagh is declared on turn 3, these grots Waaagh on turn 4)

-----------------

Each Mega Grot squad may take one Transportation Station

Grottapult Transport Station : 20pts : The best way to get the grots somewhere... is to throw them? The Grottapult Station is fielded with the grot squad. It may be used once on the first turn as long as every Mega Grot in the squad is within 6 inches of it, but then is removed from play even if it wasn't used. Deploy the grot squad as normal, but at the beginning your first movement phase (not the enemy's) the grots may be picked up, and replaced via Deep Strike special rules the very same turn. Upon landing, each model suffers one wound (Gunnery teams suffer 2)(roll armor saves individually). Models landing in difficult terrain suffer 2 wounds (4 for Gunnery Teams). They may not move, shoot or assault that turn.

Warp Field Transport Station : 15pts : A huge whirling and unstable machine rips a whole in the warp space, sucking in the grots like a great vacuum, later busting out through an exit somewhere nearby... usually. The Mega Grot Squad may be held in reserve to appear via the Deep Strike special rules at a -1 to the standard return rate. Upon reappearing, d3-1 Mega grots are taken as casualties, lost in the hellish warp, no armor saves allowed. They may not move, shoot, or assault that turn.

-----------------

For the images, go to
http://www.dakkadakka.com/gallery/images-17182-3541_Mega%20Grots.html
Mind you some are primed, and some arn't, but there is no painting done yet.

-----------------

I thank you so much everyone helping me out with this project. I love my little super grots and it's all thanks to you guys

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in us
Screamin' Stormboy






So... Whatcha all think?

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in ca
1st Lieutenant





Looking excellent so far, let us know when they're all painted up.
   
Made in us
Fresh-Faced New User




All I have to say is... THATS AWESOME!! I would love to field them.
   
Made in us
Longtime Dakkanaut




That is too cool. I really, really like the idea. Having a bunch of S4 power weapons wouldn't be too bad...even if they fall down and have 2T.
   
Made in us
Nurgle Predator Driver with an Infestation







I do not approve.

 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

I think the "falls over" rule is too complicated and too harsh.

If you have a units of 12 megagrots, on an average roll, you'll either have to not move, or lose two grots. Get a slightly above averge number of 1s and you'll have to take a morale check, not good!

Instead, why not make it that one grot dies for every 1 rolled on your difficult terrain rolls? So if you roll a 1 and 6, one grot dies, but you move the unit 6", if you roll snake eyes, then two grots will die.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Foolproof Falcon Pilot






I think the whole idea in rather silly.

First, your fall over rules are far too complicated and would definately slow down game play...that is always a bad thing.

Second, from a fluff persepective grots don't have the ingenuity to build their own 2+ save armor, nor would they have the physiacl strength to opperate it....they need Meks to make stuff for them (like Kans).

   
Made in ca
1st Lieutenant





My idea for fluff was that they stole the boots from Mega-Nobz boots and that was why they fall over because it is a grot hopping around in a giant boot with his head sticking out. Falls over would be better if it only effected assaults and was rolled only for attacks so a roll of 1 means no attack for next round in addition to a missed attack this round.
   
Made in us
Screamin' Stormboy






So I'm guessing this is a unanimous decision to make the fall over rules more lenient then? My original thinking was they are super harsh, but that's what allows them to be so cheap. I will likely change it if you think it would be better

Me Orky love hackn' n' slashn' parts of stuf

+ = +  
   
Made in gb
Sniping Hexa





SW UK

TBH I love the idea, its just so purely orky (or should I say gretchiny) But some of the rules (mainly falling over) are more complicated and harsh than they need be.

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in ca
Squishy Oil Squig






I love it. I would for sure field them, even though they do have that fall over rule it would be so fun to have tons of mega grots waddling and falling over all over the place while they shoot each other with big gatling guns. And if they do manage to kill something before they fall and break there weedy 'eads its just the icing on the cake.

95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!! 92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig. 1500 pt ork  
   
Made in us
Khorne Rhino Driver with Destroyer





Pennsylvania, USA

This is about as bad as me and eric, my friend talking about if his Ork warboss in the Campaign we are playing right now, would collect all of the Chaos Relics and wind up in the temple and become a ORK DAEMON PRINCE... lmao

I love Grot idea and I could see them trying to get away from the bullying orks, "DOWN WITH THE BIG 'UNZ"



Redbeard wrote:Yes, I can see it now. How do you select which Marines get to be Terminators? Is it due to experience? Capability? Prowess? Nope, it's just if you're tall...

fraz wrote:(zombie Reagan) You've ticked us off. As we speak the elite 102,103,and 103 air divisons comprised of lawyers with briefcases (the Fightin' Bloodsuckers) are dropping as we speak.
EDIT: I am not saying it would be a fight, but no one, and I mean no one, can withstand the might of 45,000 US lawyers on a legal rampage...

 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

Alerian wrote:I think the whole idea in rather silly.

First, your fall over rules are far too complicated and would definately slow down game play...that is always a bad thing.

Second, from a fluff persepective grots don't have the ingenuity to build their own 2+ save armor, nor would they have the physiacl strength to opperate it....they need Meks to make stuff for them (like Kans).

Gretchin are said to be descendants of the brain boyz, so that wraps up the intelligence problem.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Snotlings are the descendants of Brainboyz, unless that's changed.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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