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Made in us
Longtime Dakkanaut





Stikk Bommaz - Ork Elite Choice
Stikk Bommaz are orks obsessed with explosives in every shape and size, from the humble stunbomm to the might Kustom Mega-Bomm. They bring a wide variety of wargear that allows them to specialize in guarding, short-range firefights, and assault.

WS 4
BS 2
S 3
T 4
W 1
I 2
A 2
Ld 7
Sv 6+

Unit Composition:
5 - 15 Stikk Bommaz

Wargear:
Slugga
Choppa
Stikkbommz

Special Rules:
Mob Rule
Waaagh!

Options:

The Entire Squad may take:
Breachin' Chargez - 3 pts/model
Stunbommz - 2 pts/model
Bola Bommz - 2 pts/model
Smoky Bommz - 3 pts/model

Any Stikk Bomma may replace Slugga with Bomm Chukka - 7 pts each

One Stikk Bomma may be upgraded to a Nob - 10 pts
The Nob may replace Choppa with Power Klaw - 25 pts
The Nob may replace Slugga with 'Unta Killa or Kustom Mega-Bomm- 25 pts
The Nob may take a Bosspole - 5 pts

Breachin' Chargez - These are high-yield HEAT grenades. They act as offensive grenades that have S8 against tanks. In addition, if Stikk Bommaz with Breachin' Chargez assault an enemy in cover, the enemy does not benefit from defensive grenades or cover (from any assaulting unit) this assault phase.

Stunbommz - These explosives are packed with a fungal gas that disorients attackers and has a powerful stimulant effect on greenskins. They are defensive grenades that confer the Counter-Attack special rule.

Bola Bommz - These are pairs of concussion bombs connected by a chain - perfect for hurlin'! In the first round of close combat, enemy units engaging stikk bommaz with Bola Bommz have their weaponskill halved.

Smoky Bommz - These explosives discharge a thick wall of opaque gas that makes targeting nigh-impossible. They are used in the shooting phase. If they are, the stikk bommaz may run, but they may not shoot. In addition, they gain a 5+ cover save. If stikk bommaz with smoky bommz are embarked in an open-topped vehicle, that vehicle counts as being equipped with smoke launchers that may be used any number of times.

'Unta Killa
This "smart" bomb is thrown up into the air, and flies towards with the nearest vehicle in range (counting as twin-linked).
Range 24" S 9 AP 3 Assault 1, One-Shot

Kustom Mega-Bomm
This is essentially a tiny plasma warhead.
Range 12" S 7 AP 2 Assault 1, Large Blast, One-Shot, Gets Hot!

Bomm Chukka
A glorified slingshot, this device is used for hurling explosives at enemies. It may fire either type of round (choose each turn before shooting):
Scrapshot
Range 18" S 4 AP - Assault 1, Blast
Krumpshot
Range 18" S 6 AP 5 Assault 1

Whatchya think? I'm looking at a baseline cost of 7 pts/model (same as sluggas with stikkbommz). Think they should be allowed trukks? I'm on the fence about it.

Edit 1: corrected a petty error
Edit 2: incorporated smoke bommz per Lanrak's "tricky bomm" idea, raised price of Bomm Chukka reflecting on Grakmar's suggestion)
Edit 3: petty error

This message was edited 3 times. Last update was at 2010/10/05 19:28:28








There's just an acre of you fellas, isn't there? 
   
Made in gb
Lord of the Fleet






London

Looks pretty good. Nice ideas for various explosives, I would be pretty excited to play against these guys.
   
Made in us
Fixture of Dakka





Chicago

I like it! Although, I worry about unlimited Bomm Chukkas.

Stunbommz also seem OP. Taking away the charge is the best defense against orks, Stunbommz remove this possibility. You should either turn them back or significantly increase their point costs.

(Although, I can imagine 2 enemy squads of Stikk Bommaz with Stunbommz sitting 1" from each other and each refusing to initiate the assault. That alone is a funny enough reason to make this happen!)

6000pts

DS:80S++G++M-B-I+Pw40k98-D++A++/areWD-R+T(D)DM+

What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

Join the fight against the zombie horde! 
   
Made in us
Longtime Dakkanaut





Grakmar wrote:I like it! Although, I worry about unlimited Bomm Chukkas.

Stunbommz also seem OP. Taking away the charge is the best defense against orks, Stunbommz remove this possibility. You should either turn them back or significantly increase their point costs.
Remember, counter attack doesn't actually have you count as charging--it only confers the extra attack (i.e. they don't get the FC bonus), and only if they pass an Ld test.

The Bomm Chukka is pretty excellent, I agree. My feeling is that scrapshot is about twice as good as a shoota (and costs appropriately) against massed targets, and krumpshot is ok but not excellent for your AT duties (continuing in the apparent ork theme of unimpressive ranged AT).







There's just an acre of you fellas, isn't there? 
   
Made in gb
Lieutenant Colonel




Hi MeknobSamael.
I do like this concept.
Could I make a few revisions?

The Entire Squad may take:
Stikky bommz - 3 pts/model
Stun bommz - 2 pts/model
Tricky Bommz - 2 pts/model

Any Stikk Bomma may replace Slugga with Bomm Chukka - 6 pts

Stikky bommz are the hight of Ork tank busting tecknology.They use HESH tech coupled with very unstable (and stikky) explosives from the lowest level of the drops...Str 8 2D6 pen .

Stun bommz are the hight of Orky supression tecknology.They use a heavy concussive blast that halve the enemy units Initiative for this turn only.

Tricky bommz are the hight Of Ork chemical warfare...They use all sorts of unmentionable Squg extracts and juicies to give off a highly toxic thick smoke that is very harmful to non Orkoid life forms.

They can be used defencivley to form a 5+ cover save bank of smoke in front of the Stick Bommaz.
Or they can be used offensivley to negate the effects of cover on enemy units .

Bomm Chukkaz are used by the Stick bommaz to hurl any equipped bommz over longer distances .All bomm types can be launched up to 18".

Just an idea to keep the unique identity , but make it more playable perhaps?
   
Made in us
Longtime Dakkanaut





Good ideas, love the tricky bombs, definitely will add!

Gotta say, I'm not a huge fan of using the Bomm Chukka in combination with the wierd bomms they're carrying, though. Being able to launch the specific bombs at range is troubling. The combination of Sticky Bombs and you Bomm Chukka makes them better AT than tank bustaz, which of course is not allowed. The other ones, since they're assault and defensive variants, would need quite a bit of explaining in order to keep them balanced (i.e. do they automatically hit? does the entire unit fire one large blast? etc.). Best to keep it simple, IMHO.







There's just an acre of you fellas, isn't there? 
   
Made in cn
Speedy Swiftclaw Biker





Nanjing, China

Something off-topic I assume... But why I feel like writing some proposed rules about stun gernades and/or smoke gernades for IG or MEQs...

DT:90-S++G++M--B++I+Pw40k07#+D+++++A++/eWD379R++T(D)DM+
2500pts
Paladin Squad
Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
Made in au
Longtime Dakkanaut







Because the imperium always want to believe they've done it first/better?

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in cn
Speedy Swiftclaw Biker





Nanjing, China

Because the imperium always want to believe they've done it first/better?


lol I didn't mean THAT!

Since I live in Beijing time, I'll write something up while you guys are sleeping...

DT:90-S++G++M--B++I+Pw40k07#+D+++++A++/eWD379R++T(D)DM+
2500pts
Paladin Squad
Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
Made in us
Longtime Dakkanaut





ryanstartalker wrote:Something off-topic I assume... But why I feel like writing some proposed rules about stun gernades and/or smoke gernades for IG or MEQs...
Because they used to have them in the old editions and you liked that?







There's just an acre of you fellas, isn't there? 
   
Made in cn
Speedy Swiftclaw Biker





Nanjing, China

MekanobSamael wrote:Because they used to have them in the old editions and you liked that?


Really? I didn't know that at all...


Automatically Appended Next Post:
And here's the link for the inspired proposed rule:
http://www.dakkadakka.com/dakkaforum/posts/list/320565.page

This message was edited 1 time. Last update was at 2010/10/04 13:22:25


DT:90-S++G++M--B++I+Pw40k07#+D+++++A++/eWD379R++T(D)DM+
2500pts
Paladin Squad
Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
Made in gb
Lieutenant Colonel




HI folks.
Yes all armies had acess to grenades...
Frag, krak,blind,photon, haywire, smoke,halluconogen, virus and the dreaded vortex grenade.
However , rather than allow a unit to throw LIMITED type of grenade causing an area of effect PER unit.
GW thought it best to nerf them completly .

Hi MekanobSamuael .

How about limiting the Bommchukka to 2 per mob.And use them similar to the IG grenmade thrower?

This is more in keeping than allowing normal support weapons like the rokkit launcha and the big shoota.
Burna boys get burnas, so why not let Stikk bommas get Stikk Bomm chukkas ?

OR say ALL the boys fire the same type of Bomm causing ONE area of effect.

Either a 5" Stun bomm template, a 5 " Trikky bomb template, or a 3" Stikky bomm template.(Str 8 d6 pen.)

This allows ONE ranged effect that fits the supporting role the Stikk Bommas couls have?

Just some ideas up for discussion...

TTFN

This message was edited 1 time. Last update was at 2010/10/05 11:30:49


 
   
 
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