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The ork catapult is an upgrade ork squads. It is an artillery unit with all of the boyz as "gunners". If all the boyz in the squad die, the artillery is destroyed.
If the boyz squad have not moved in the movement phase, they may choose to fire the ork catapult instead of shooting their weapons.
To fire the catapult, you must pick the enemy model that will be fired upon. Roll D6 to determine the number of models that will be fired as the boyz fight each other for a seat on the big spoon. The owning player may choose which specific models board the catapult.
Roll 3d6*2 to determine the distance the boyz are flung. If the targeted unit is outside of this range, the D6 boyz (rolled for above) are removed as casualties as the catapult fling them randomly into canopy tops, spikes, lava, pools of pus, chaos piranha filled ponds, ect.
If the targeted squad/unit is within the distance rolled, the boyz manage to land on target.
The boyz that were launched make a single close combat attack with their equipped wargear at +2S that autohits.
If the target was a vehicle, then that vehicle is hit on the side facing the catapult. Flying ork boyz do not have the luxury of picking out vulnerable spots to smash up. The catapult does that for them.
The defender must allocate the attacks as per shooting but they must be allocated before the wounds are rolled.
The defender's model simultaneously wounds the ork boy(s) on a roll equivalent to it's armor save. For example, Terminator armor would wound the boy on a 2+ while guardsman flak armor would wound the boy on a 5+; armor saves permitted (invul and cover saves are not).
Vehicles always wound the boyz on a 2+. If the vehicle looks really spiky, it may reroll failed to-wound rolls.
Survivors (orks), if any, are now a separate squad from their original squad and count as having charged the enemy. They must be placed into base contact with the enemy squad. You may continue to fire catapults (and only catapults, no other shooting weapons or psychic powers) at the enemy squad. Roll to wound (both players) as stated above. All the boyz from the various catapults are combined into one squad. This squad does not count for victory points/kill point when wiped out.
Mega Armored Nobz may not use the ork catapult as they are too heavy and would probably break the catapult by sitting on it.
Ork Trebuchet
The Ork Trebuchet is a monstrous contraption reminescent of the medieval trebuchets except much, MUCH bigger and plated with an impossible amount of armor. The Ork Trebuchet is a vehicle with armor 14 all around. Any glancing/penetrating hit will cause the trebuchet to explode. Do not ask why.
The trebuchet may only move 2d6", pick highest, a turn as hundreds of grots / ork steam engine / eldar slaves push the giant tower thing around from the inside.
Similar to the ork catapult, the ork trebuchet throws orks across the battlefield.
If the trebuchet did not move that turn then during the shooting phase, one squad within 2" of the trebuchet may forgo their shooting in order to ride the trebuchet.
The trebuchet works exactly like the catapult with these exceptions:
The Trebuchet has a range of 3d6*4 and a "transport capacity" of 2d6 models. Mega Armored Orks may ride the trebuchet but count as 2 models. Also, if there are any MANz being flung, divide the total distance rolled by 2. Those things are too 'eavy.
Every ork that is thrown at the enemy attacks at +3S instead of the catapult's +2S. At the same time, the opponent wounds the boyz on one lower than their armor save. Power armor would wound on a 2+ and Guard flak vest would wound on a 4+. A roll of 1 always fails to wound.
If multiple trebuchets have fired upon a common enemy squad, you may end up with a mixed squad of nobz, MANz, boyz and grots. Oh well.
The ork catapult is like this (go to 0:21), but 5 times bigger. The ork trebuchet... well, use your imagination.
This message was edited 3 times. Last update was at 2011/09/28 13:11:03
How does combining work with units already in melee beforehand? Or Bikers? Etc?
I'd almost be tempted to use these powers jusf for unit-splitting. Run multiple units of 1 Meganob...otherwise, load on tankhammers and vaporize me some vehicles...optionally with Grotsnik...
If Orks had Meltabombs this would be the best thing ever.
Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
Those tankbusta rokkit-on-a-stick things could be just as devastating. With the except of tankbustas with those silly rokkit on a stick wargear, I think it's not so broken for most squads. After all, if you're going to throw a powerklaw at a vehicle, that's 25 points + model cost a shot right there. It'd be like a kamikazi hunter-kill missile