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[i]The Expert 40k gamer knows just about everything there is to know about 40K, He knows how the game works, and how to control it.
Wargear: T-shirt(with the emblem of the army the player is using, this must be painted or modeled on the gamer itself.)
The Uber Close Combat Weapon of DOOM: This is a sword which counts as a lightning claw force weapon, which ignores invulnerable saves, in addition, the test is automatically passed and the ID may not be ignored by wargear or special rules
The Uber Ranged Weapon of DOOM: This weapon is a mysterious overpowered gun with the following profile
Strength - D Range - Unlimited Type - Assault 50.
In addition, it may split fire between and amount of targets and way the controlling player wishes.
Special Rules:
Rolling Skill: All rolls made by the player controlling the gamer are automatically counted as a 6 as the Gamer has perfected his rolling.
Knowledge of 40K: The gamer grants the army he commands preferred enemy to any armies they are facing as the gamer has shared his knowledge of enemy tactics to his troops.
Power Over The Game: To represent the gamer being invulnerable to nearly all effects of the game, his save is 2++ rerollable, which cannot be ignored by any means.
Shenanigans: Once per game you may take 500 points of destroyed models and place them on the board edge as if coming on from reserve.
EDIT: Also, if the opposing player says "Shenanigans" at the time you replace the model, you may immediately remove from play any unit on his side, If he says "Shenanigans" again you may remove another. Repeat until you opponent stops crying Shenanigans
This message was edited 1 time. Last update was at 2011/05/02 22:17:39
Me
Jacob .B. P.T.s 1000
a gamer who has found how to misteriously shrink himself into the game...
WSBS S T W I A LD 3 9 6 9 20 11 8 7
wargear
Dark Thunder
this weapon gives Jacob strength D and ignores all armour and invunrable saves it also has melta effect on vehcles. on a roll of a 1 to hit then the hammer is temporaly out of power and cannot be used until a 4+ is rolled. if in night fight conditions then a 2+ is needed(its shadow generater needs more darkness).
Sharp shovel
this allows Jacob to reinforce cover he is in. Jacob improves all cover he is in by +2. if he goes to ground then his save is 4+ and he can still shoot. counts as a power weapon.
mag accelerator
R36" S7 A.P.1 heavy1 melta limited ammo-each time this is fired roll a d6. on a 1 then this gun cant be fired again this game.
assault defensive frag krak and melta grenades/bombs
Gothic Hoody and Top
these give Jacob a save of 2+ that cannot be taken from him by anything even A.P.1 SD weapons. even the full fury of the warp cant beat these potent items of clothing.
Talismans
Jacob can always reroll any dice he wants(cant reroll a reroll though)
special rules
feel no pain 2+
relentless
fleet of foot
eternal warrior
scout
deepstrike
infiltrate
son of darkness
Jacob is not affected by night fight rules or darklances.
in night fights he gains +2 to all stats.
Rrraaaaaaaarrrggggggggghhhhhhhhh
whenever jacob is wounded roll a dice on a 2+ then Jacob enters a path of rage. all his stats are doubled and he must move closer to and assault the enemy whom dealt him this wound.
roll a dice each turn. on a 4+ Jacob regains his sanity and may stop.
"give me a gun and ill fire it" Jacob may be given any pistol assault rapidfire or heavy weapon in any army book apart from tyranids.
Tread head
Jacob may be given command of any vehcle apart from Necron ones
all AV are increased to 15 and the vehcle uses Jacobs BS.
if Jacobs vehcle is destroyed then Jacob dissmounts and may be placed anywere within 6" of it.
Come all sons of darkness daughters of death
you may select your army from any codex you wish apart from eldar.
you may mix as many different armies together as you wish apart from eldar.
Army of the damned
all of the units in Jacobs army may reroll any failed LD checks.
Zombie slayer
Jacob always hits and kills Zombies on a roll of a 2+ nomatter what the actual weapon.
He always ignores zombies FNP
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
A flying, dangerous transport for grots. Either catapult launched gliders or short-lived jets these are mostly intended to mire and distract the enemy with explosions and terrified gretchin so the rest of the orks can close in:
Grot Dropship - 20pts
Spoiler:
Dedicated Transport - Gretchin Only
Armour
BS F S R Special
Dropship -- 10 10 10 Fast, Skimmer
Transport
A Grot Dropship can transport up to 33 models (30 grots and their runtherd handlers). Only gretchin and runtherd models may be transported by a dropship, the confines are too cramped for most orks.
Fire Points: None
Access Points: Grot Dropships have one access point at the rear (under the belly of the ship).
Special Rules
Scout, Ramshackle, Dropbays, P**s Poor Piloting
Ramshackle: As the Ramshackle rule for Ork Trukks, except that a Grot Dropship will also roll on the table if it suffers a 'Damaged - Immobilised' result.
Dropbays: Grot Dropships jettison their shrieking payload by dropping the floor out from underneath them. When disembarking you must nominate any point over which the transport has moved and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed as though by a 1-2 result on the Deep Strike Mishap table. Grot Dropship passengers may disembark regardless of speed moved. This rule is ignored if disembarking as a result of the Ramshackle rule.
P**s Poor Piloting: Steering a rickety flying can full of terrified, squalling grots is trying for the best of pilots, who never seem to be piloting grot dropships. At the end of each Ork movement phase roll a dice for each Drop Ship, on a 5+ roll on the Ramshackle table and apply the result. If the Dropship has moved more than 12" in the movement phase this occurs on a 4+, or a 3+ if it has moved flat out.
A few upgrades for gretchin units to go with it:
Spoiler:
Pawatroopas: For +1pt per model a unit of gretchin and it's runtherds are equipped with makeshift parachutes, making it much more likely they'll survive their swooping deployment. All units so equipped may reroll the scatter dice when disembarking from a Grot Dropship.
Snetchis: Any one mob of gretchin with the Pawatroops upgrade may contain Snetchis for 10pts.
And a unique character:
Spoiler:
Snetchis, Vetewan Pawatroopa - 10pts
WSBS S T W I A LdSv Snetchis 2 3 2 3 1 4 1 7 --
Wargear: Pair of Blastas (treat as twin-linked)
Special Rules
By The Seat Of His Pants, Lucky, Pawatroop
By The Seat Of His Pants: Snetchis learned to pilot when the driver of his first insertion took a stray shot through the brainpan and has wrestled with the controls of dozens of Mek-spawned Dropships since. Any 'P**s Poor Piloting' rolls may be rerolled for a transport containing Snetchis. The downside is that any Dropship from which Snetchis disembarks is suddenly driverless and suffers an automatic result on the Ramshackle table at the end of the movement phase.
Lucky: To have survived as long as he has Snetchis must be blessed with unnatural luck. You may reroll any successful rolls to wound or failed dangerous terrain tests suffered by Snetchis.
Pawatroopa: As the Pawatroopas upgrade.
I was think about maybe adding a +10pt upgrade of explosives strapped to and packed into the craft that gives +d6Str to the explosion when/if the dropship ends up meeting a fiery doom, but couldn't decide.
So it's a load of grots in a modified valk, that disembark in exactly the same way as highly trained stormtroopers and for one point they are suddenly better at dropping than the same highly trained stormtroopers. hmmmmm
The external site of Bartók: sircumference.hostingsiteforfree.com
Well, they are smaller. Less surface for the wind to grab on to, and it doesn't hurt as much when they hit the ground. Plus, for them, jumping out of a plane is still safer than basic daily life for most grots, whereas for Stormtroopers, it's always going to be dangerous, comparitively, to daily life, either equally, or moreso.
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!
Have written this before, but oh well:
The Legendary Black Beast of AAAARGHH!
Statline WS:4 BS:0 S:8 T:5 W:4 A:6 I:3 Ld:7 Sv:4+
Weapon: Huge mouth
Special Rules:
Fearless, Monstrous Creature, Infiltrate, Night Vision, Rage.
The Death of The Creator - Should the player of the Legendary Black Beast of AAARGH! die in a heart attack during the game, the Legendary Black Beast of AAARGH! is immiditely removed from the table.
Is It Black, Really? - The Legendary Black Beast of AAARGH! isn't actually black, it is green. You ask me if that matters? Well, I guess not...
idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.
goblet270 wrote:So it's a load of grots in a modified valk, that disembark in exactly the same way as highly trained stormtroopers and for one point they are suddenly better at dropping than the same highly trained stormtroopers. hmmmmm
I'm pretty sure Stormtroopers can use one of their Special Operations choices to let them reroll scatter when Deepstriking (which they don't need a Valkyrie for) at no extra cost.
And Valks don't turn around and spontaneously dive bomb your own lines like one of these did when I tried it out.
But, here are some amended rules you might like a little better (changes in bold).
Grot Dropship Entry:
Spoiler:
Dropbays: Grot Dropships jettison their shrieking payload by dropping the floor out from underneath them. When disembarking you must nominate any point over which the transport has moved and deploy the squad as if it were deep striking onto that point. Every model must take a dangerous terrain test after disembarking this way to represent the hazards of plummeting haphazardly from a moving flyer as it swoops in to deploy them. If any of the models cannot be deployed, the unit is destroyed as though by a 1-2 result on the Deep Strike Mishap table. Grot Dropship passengers may disembark regardless of speed moved. This rule is ignored if disembarking as a result of the Ramshackle rule.
P**s Poor Piloting: Steering a rickety flying can full of terrified, squalling grots is trying for the best of pilots, who never seem to be piloting grot dropships. At the end of each Ork movement phase roll a dice for each Drop Ship, on a 5+ roll on the Ramshackle table and apply the result. If the Dropship has moved more than 12" in the movement phase this occurs on a 4+, or a 3+ if it has moved flat out. Disembarking models must take a dangerous terrain test after this rule is resolved.
Pawatroopas Entry:
Spoiler:
Pawatroopas: For +1pt per model a unit of gretchin and it's runtherds are equipped with makeshift parachutes, making it much more likely they'll survive their swooping deployment. Roll a dice. On a 4+ models in the unit do not have to take dangerous terrain tests for disembarking under the Dropbays rule and may reduce scatter distance by d6" when doing so.
Plus something extra:
Spoiler:
Volatile Payload: For +15pts, the Grot Dropship is packed with explosives and flanked by large tanks sloshing omniously with nitroglycerin. Any result of 'Kerrunch!' when rolling on the Ramshackle table is replaced with a result of 'Kamboom!'. When resolving a 'Kaboom!' result instead of the normal damage, all passengers and models within 6" take a Strength 3+d3 hit. Surviving passengers test for pinning as normal. The AV for a vehicle with this upgrade is lowered to 9 on all sides.