Switch Theme:

Mad Mek Tezla Edzun  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

These are Rules I created a little bit ago for an ork Character to be used in a campain. (I am not the ork player) I have not had a chance to play test, and am trying to come up with semi apropraite point values. Input would be appreciated.
I will be updating/editing to include fluff explanations at a later time. I'm a bit tired. I will post 1 or 2 units per post, but before I do I need to explain how I set up the transport Rules.

Simplified Transportation. "Space" A Transport Capacity is given in spaces, which are used up as such:

Small Infantry Base Size = 1 Space
Medium Infantry Base (Terminator size) = 2 Space
Large Infantry Base (Walkers ork killa kan) = 5 Space. Deff Dred = 10 Space

So here we go.




Automatically Appended Next Post:
Mad Mek Tezla Edzun

Ws4 Bs2 S4 T4 W2 I4 A2 Ld7

Special Rules:

Eee’s got da jazzi ‘ands: Tezla is unusually nimble for an ork, he has an elevated initiative (already included in his profile). Additionally Tezla always strikes in initiative order.
Word of da Mekka: Tezla may, instead of shooting, attempt a repair on any vehicle in which he is riding or in base contact with. On the roll of a 3+ a weapon or an immobilized result may be repaired.
Gadgets: Tezla has three gadget abilities; he may use one in place of a shooting attack each turn.
Improved Psybork Body: Tezla has the special rule feel no pain, and a 4+ invulnerable save.
Furious Charge

Equipment:
Slugga, Choppa, Kustum Force Field, ‘Lectro Wrencha
‘lectro Wrencha: A massive electrified monkey wrench, Tezla’s custom wrench counts as a force weapon which strikes at a never modified S7.

Gadget Abilities:
When using a gadget ability, roll a d6. On the roll of a 1 Use the Oopsies rule for that ability. On a 2+ continue with the shooting attack as normal.
Electroshock: Treat as a shooting attack with the following profile: S3 AP 1 Weapon Assault 1 Template. Always roll an extra d3 for armor penetration. Always counts as striking rear AV.
Oospies roll: Place a small template centered on Tezla. Tezla and any other model touched suffer a single S3 AP 1 hit.
Blast ‘em: Treat as a shooting attack with the following profile: S5 AP3 Heavy 4 Blast with at 30” range. Templates from the Blast ‘em ability always scatters, if a “hit” is rolled use the arrow on the target, or if there is no arrow re-roll until an arrow is rolled.
Oopsies roll: If Tezla rolls an oopsies the shots are still fired, however the following rules are used. Roll a scatter dice + 3d6 for each blast, originating on Tezla himself. Any hit rolled must be centered on Tezla. These blasts are never reduced by Tezla’s BS.
Gitzzz’ow: Tezla amps up his kustom force fields abilities. Any shooting attacks against Tezla, or any model protected by his field follow this rules, lasts until of the start of Tezla’s Next Movement Phase: Any normal shooting saved by the fields cover save are fired back at the shooter at a BS of 1. Blast weapons which had their center with in the field are fired back at the sender at BS1 on the roll of a 4+.
Oopsies roll: Tezla accidentally shorts out his force field for a turn, there are no cover saves from Tezlas force field until the start of his next shooting phase.


Automatically Appended Next Post:
Da Raz’o’rok:

Da Raz’o’rok is a flying contraption devised by the Mad Mek Tezla. The monstrosity is salvaged from the hulls of imperial craft and given ‘that orky feel’. This was the precursor to Tezla’s masterpiece.

Unit Type: Vehicle, Skimmer, Fast, Open Topped (sided)
Transport Capacity: 13 Space, One Unit.
AV: 12, 10, 10 Bs2

Weapons/Gear: Twin linked Big Shoota, 2 Rokkit Launcha’s

Upgrades: Extra Armor, Extra Hull, Grot Gunz, Wrekka, Red Paint Job, Back Burna’s

Special Rules: Fall Out Boyz

Extra Hull: Need more room? Lets just add another hull! Either stacked or elongated the Ork have welded or even just ductapped another fuselage on, increasing the transport capacity to 18 Space.
Grot Gunz: May take up to 4 times. (1 tail gun, 1 nose gun, 1 for each side/wing) Grot guns fire at BS 3 with the following profile. Range 24” (from gun) assumed 360 degree line of site. S4 Assault 3 AP 6.
Wrekka: May add a wrekka ball, a massive wreking ball chained to the underbelly of the vehicle, countss as inflicting d6 S10 hits on any unit it passes over. Each time a vehicle is struk in this way (rolled a d6, not the result of the d6) roll a single d6. On a 4+ The Wrekka is destroyed. On a 6+ The wrekka is destroyed AND Wrekka suffers a glance.
Note: ANY unit in the path of the Raz’o’rok counts as being hit, even friendly units, including those transported which exited via the “fall out boyz” special rule.
Back Burna’s: Extra smokey exhaust ports, gives the Raz’o’rok a 5+ cover save.

Fall Out Boyz: Any transported model may be dropped mid-flight, even when moving all out. Place a maker anywhere along its movement path this turn, and enter the unit as if they were deep striking with the following rule exceptions.
If the “fall out boyz” unit lands, or can be placed to contact an enemy model they count as having assaulted. Reduce the distance until the marker is in base contact with the enemy model closest to the original position (original marker may not be over an enemy model or with-in 1 inch of an enemy model.
If the marker or the placed unit comes into contact with a friendly model or impassible terrain the model must take a dangerous terrain test and then roll on a Fall Out Boyz mishap.
Mishap Table: 1-2: Ey Boss, dats a bad idea: The disembarking models decide it is best not to jump, and cannot voluntarily exit the vehicle this turn.
3-4: Tangled: Reduce the distance scattered until the models can be placed. Each model must take an additional dangerous terrain test, suffering on a 1 or 2 rather than just a 1.
5-6: Dey Fogot der shootz boss. Remove the disembarking unit from the game.

This message was edited 4 times. Last update was at 2011/06/26 06:36:06


Sargent! Bring me my brown pants!  
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

I like him. Maybe Ill use him in my upcoming Ork army.

   
Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

Da Lektrik Ka
Type: Vehicle, Fast
AV: 10, 10, 10. Bs2

Equipment: Big Shoota
Special Rulez: Glowing
Upgrades: Extra Armor, Nova Grenades, Zip Zappa, Charge Blasta, Red Paint Job

Nova Grenades: One Use Shooting Attack, may be activated in the same manner as smoke launchers. All vehicles with-in d6 inches (including the Lektrik Ka) must roll a dice, on a 4+ they suffer a single S8 melta hit with no cover saves.
Zip Zappa: Weapon with the Profile: S6 APd6 Heavy 3.
Charge Blasta: Weapon with the Profile: S3 AP- Template, Rending.
Glowing: Da Lektrik Ka and any unit on the table with in 6” of Da Ka may be seen by any other unit for the purposes of night fighting.



Automatically Appended Next Post:
Zap Tank
Type: Vehicle, Open Topped
AV: 11, 11, 10 Bs2

Equipment: Big Shoota, Zappa Koil
Upgrades: extra Armor, Charge Blasta, Telza Field, Red Paint Job.
Special Rules: Glowing

Zappa Koil: Weapon with the following profile: S9 APd6 Ordinance 1 Large Blast. Roll extra d3 for AV penetration.
Tezla Field: Tezla’s Unique Force Field. Grants a 5+ cover save with the following rules: any shotting attacks saved by the Tezla Field is fired back at the attacking unit at BS1. Any blast with its center positioned over the vehicle which is saved on the 5+ is fired back.



Automatically Appended Next Post:
Da Sky Raida Defzeppa
Type: Vehicle, Skimmer, Assault Vehicle, Sky Leviathan (Bane blade foot print)
AV 13, 13, 13 Bs2 Transport Capacity 24 Spaces, May be divided into any number of units or IC’s
3 Structure Points?

Equipment: Extra Armor, Search Light, 4 Sky Raida Turrets, Tezla Field, Sky Screama, Da Bombs
Special Rules: Glowing, Sky Leviathan, Assault Vehicle, Fall Out Boyz, “Uh Oh”
Upgrades: Plating, da Big Gunz, Sky Raida Turrets (up to 4 more), Extra Floaty Stuff

Plating: May re-roll any ‘Uh Oh’ rolls, the second result stands.
Da Big Gunz: S8, AP3, Ordinance 2, Barrage, Large Blast.
Sky Raida Turrets: Each turret may ALWAYS fire, even when the vehicle has been shaken/stunned. Each turret may select a different target than the rest of the vehicle. Turrets fire at BS 3 with the following profile: 36” S5 AP6, Heavy 2, Rending. If all turrets fire at the same target their shots count as twin-linked.
Extra Floaty Stuff: Enemy range when shooting at the Defzeppa is reduced by 6”. Adds a +1 to any “uh oh” damage result.
Da Bombs: 12” S8 AP4, Ordinance 4, Small Blast, Barrage.
Sky Screama: A massive lighting rod which can redirect incoming lighting. Counts as a weapon with the following profile: 48” range, S10, AP1, Ordinance X. X= 1 at 24 – 48” 2 at 12 – 24” and 3 at 0-12”
Tezla Field: See rules in ZAP TANK
Sky Leviathan: The defzeppa may only move 6” per turn (combat speed). The sky leviathan may fire an ordinance weapon in addition to any other weapon which may fire this turn. (Similar to lumbering behemoth rule) After movement, but before shooting roll a scatter and d6. The Leviathan ‘drifts’ d6 inches in that direction, on a hit the controlling player may choose to move up to the d6 inches in any direction, or remain stationary.
If the Leviathan ends its turn over an area of impassible terrain, or a unit (friend or foe) reduce the distance it would have traveled so that it isn’t. The Sky Leviathan must then take a vehicle dangerous terrain test.
“Uh Oh” Rather than rolling on a regular vehicle damage charge, substitute this charge for the values on the core rule book chart.
1- "Keep firin you gitz!" Shaken
2- "Der goez anuthur git boss" Lost a Turret, if none remain treat as a 5
3- "Big Gunz Gone!" Enemy chooses a weapon to be destroyed
4- "Da Stabaliza’s been hit." The Vehicle is immobilized
5- "Weez goin Down." Wrecked.
6- "Uh, da lectic fingyz touchun da gas bags boss!" All models in 2d6” are hit by a single S6 AP4 no cover save hit. This strikes vehicles against their rear armor. Additionally any model being transported by the Sky leviathan suffer, but wounds inflicted in this way are subject to instant death.

This message was edited 3 times. Last update was at 2011/06/08 20:41:26


Sargent! Bring me my brown pants!  
   
Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

any thoughts?

Sargent! Bring me my brown pants!  
   
Made in us
Longtime Dakkanaut




Burbank CA

I would suggest not calling the result for "6" "Hindenburg" >.< . Other than that, I really like these rules. Random enough to be Orky, but killy enough to be deadly. Orks + electricity = Tesla coils and such? Who knew

W/L/D 2011 record:

2000+ Deathwing: 1/0/0
Kabal of the Poisoned Tongue (WIP)

Long Long Ago, there were a man who tried to make his skills ultimate. Because of his bloody life, its no accident that he was involved in the troubles. 
   
Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

Made the change, hopefully that'll be less offensive. oops.

Sargent! Bring me my brown pants!  
   
Made in au
Tough-as-Nails Ork Boy





Comments:

1) Tezla does not have an 'elevated initiative' per his "Jazzi 'ands" rule. At 3, his initiative is normal for an ork of his strength and wounds. It should be at least 4. Also, his number of attacks is too low for the rest of his profile, and should be upped to 3. He's also lacking an armour save on his profile, not that it matters with his 4+ invulnerable.

2) He needs the "Waaagh!", "Mob rule" and "Independent Character" special rules.

3) His psychic abilities - why are they psychic? They look like mek tinkering and gadgetry to me, but a psychic hood can shut them down. I think they should work on a Leadership test instead.

4) His 'lectro wrench striking at S7 and ignoring furious charge is odd, though there's nothing really wrong with it. The fact it's a force weapon (ignoring saves, but striking at initiative) makes him one of the best CC orks around. If the intent of the rule is to simulate an electrical attack, I'd suggest making it a two-handed power weapon that always wounds on a 3+, and causes automatic glancing hits on vehicles.

5) The Electroshock attack is pretty worthless against vehicles, even with the extra D3 to armour pen. For a vehicle with rear armour 10, you have a 1-in-18 chance to penetrate and 1-in-9 chance to glance. I think it should just cause an automatic glancing hit on vehicles. That said, I doubt this power would ever get used because his other powers are so much better.

6) Blast'em is way too good. 4 blasts at 30", S5 AP3... holy hell, that's crazy. Nothing in the ork army can match that for shooting Sure, it will scatter, but the templates will cover so much ground you'll probably still do some serious damage unless your enemy is all meched up.

7) Gitzz'ow seems like lots of dice rolling for very little effect. For every 5+ cover save you roll, roll again; on a 6 the shot hits the firer. That's hilariously awesome that one time that a Land Raider manages to blow itself up with a lascannon, but most of the time it's really not much better than a regular KFF. Purely as a suggestion for making a better KFF, it could reduce the Strength of incoming shots by 1 - this would then be a contender for a power you'd actually use.

That'll do for now. Though it might seem like I'm making a lot of criticisms, I do genuinely like the concept.
   
Made in us
Squishy Oil Squig



Tucson, AZ, US

1. why are grot turrets bs2 and not bs3?
2. i don't agree with anything in kadeton's post, except the psychic abilities. they should just be straight up shooting attacks, and he can pick 2 per turn
3. yes, i am using "hindenburg". i am bolding it on the laminated datasheet for opponents to familiarize themselves with this mad creation.... WHO GETS OFFENDED BY SOMETHING THAT HAPPENED SO LONG AGO? *looks at gaza strip* ohhh... right.......
4. i dont know about that damage table for the defzeppa... whats wrong with the normal super heavy flyers chart?
5. have you seen the IA8 ork weapons chart? if not i can email you a screenshot

FER DA EMPRAH 
   
Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

1. I will change, the grots were supposed to be a bs 3, the main guns were supposed to be bs 2.
2. I'll try and re-work the mad mek abilities a bit, but the idea of it being psychic kinda changes it from the standard mek to a mix of mad dok and mek which was my hope. I might up the strength on the template attack though to offset it as kadeton pointed out it may be underused at str 2, but i had the vision of frying terminators on a roll of a 6 with a template... maybe just str 3.
3. yeah...
4. what is the damage for super heavy flyers? if you could post it that would help, i've never seen it. But it would have to be modded slightly to be more crazy! (orky!)
5. email me a screen shot, i'd love to see it.


If the abilities of mad mek were to be made into basic shooting attacks... what would you feel about a roll of a 1 being an "oopsies" shot. Some random blast in a random direction?


Automatically Appended Next Post:
Note: Changed grot turret bs, Mad meks initiative, and upped str on template from 2 to 3.

still looking for point suggestions.


Automatically Appended Next Post:
Edited psychic rules to reflect as shooting attacks with a chance (1 on a d6) of going bad

This message was edited 2 times. Last update was at 2011/06/26 06:36:44


Sargent! Bring me my brown pants!  
   
 
Forum Index » 40K Proposed Rules
Go to: