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Made in ca
Fresh-Faced New User





I love the look of the orca dropship and want to incorperate it onto the table top for a bit of storytelling and visual effect, so i've come up with a rule set for the orca!

rule #1 -army list
army must contain AT MOST 6 battlesuits 8 drones, 24 infantry and optionally 1 ethereal, in any combination.
i.e. 2 sniper teams - 2 infantry models and 6 drones
1 path finder team - 4 infantry models
1 stealth team - 6 infantry units
and 2 fire teams of 6 each with 1 drone per team - 12 infantry 2 drones
and then 6 battle suits in various combinations.
bear in mind the point cost of the orca it'self aswell (further down )

this keeps it realistic while allowing for various point games and various combinations. pretty much the orca can carry a max of 24 infantry units (fire team, stealth team, path finders, or snipers )(i'm including stealth teams because of the xv15 suit, it's not very bulky and doesn't take up much more space then a normal infantry so stretching it a little bit you can imagine you can fit a stealth team on an orca in place of normal infantry )
and just because the orca CAN carry that much ,doesn't mean it HAS to, for example, a small 500 point game, you could imagine the orca is dropping of a small task force before carrying the rest of the troops on board to a different dropzone...(point adjustment below )

point cost- the orca cost 160 points (the same as 2 devilfish)
i think this is fair as it can carry the equivalent of 2 devilfish and then some
- a different rule on this could be
"drop and go" - 100 point cost for the orca - all units deep strike using the orca and all units must disembark from the orca on turn 1, once all units have been disembarked the orca is removed from play and the game continues normally with the controller player (controlling player of the orca) deciding a table edge to be his table edge (decided prior to play beginning ) (disregard all other rules relating to the orca that follow)
the orca is dropping off it's payload of troops and then returning to base, the troops are then left to fend for themselves



special rules :
-"pilot"-if when deep striking the orca scatters onto an enemy unit or impassable terrain reduce the scatter distance by the minimum required to aviod the obstacle.
the orca has a pilot and crew dedicated solely to the safety of the ship and all aboard, and as such will avoid hazardous obstacles at all costs.
"dropship"- turn 1 only the orca has the following stats -
armor 14 all around
counts as moving flatout for purposes of assaulting/shooting at
-flatout roll does not apply for purposes of enbarking/disembarking

-"landed" - once landed(turn 2 onwards ) the orca is immobile and has the following statistics:
armor: front 14
sides 12
rear 10
-counted as a building/stationary for purposes of shooting/assaulting
-access points - one on either side and 1 at the rear
a seperate unit may enter/exit from the side points and 2 units may enter/exit from the rear port at a time (a unit may both exit the rear port while a seperate unit enters the rear port )
-firepoints - sides -90 degree angle - max of 4 infantry troops or 1 battlesuit may fire per side
rear 180 degree angle max 8 infantry units can fire or 2 battle suits
a seperate unit may fire from each fire point, or 2 units may fire from the rear as long as the above restrictions are met
* units cannot both enter/exit from a port and fire from a port ( troops are effectively firing thru thru the open door, as such you can't shoot thru you're own troops as they are entering/exiting )
the orca has hatches on the side and a large main hatch on the rear which troops can move in and out of, or if nessesary, fire from.
as the side ports are smaller they are harder to hit (thus more armor ) then the rear port (hitting a missle or laser inside the ship isn't very hard when the whole back door is open )
for purposes of determining damage, the orca can be hit with a roll of "imobolized" as the orca has no weapons count any weapon destroyed rolls as immobilized... any immobilised/weapon destroyed rolls made after the orca is already immobilised count as "destroy- wrecked - building" treat the orca as a "ruin"

special ability - "seal the hatches"- during the movement phase the controlling player may opt to "seal the hatches"
giving the orca the following characteristics
armor 14 all around
fire points -none
access points - none
- "seal the hatches" can be done/undone during controlling players movement phase but cant be both done and undone in the same turn
if the orca is "destroyed-wrecked" with the hatches sealed count the orca as "destroyed - wrecked- vechile" as the hatches were sealed when the orca was destroyed all units must exit using an "escape hatch" and can nolonger re-enter the orca, the hatches and destroyed beyond usability

-"manned"- the orca always has a crew of 3 who stay onboard the ship and defend it at all times- these crew members have the same statistics as fire caste warriors except they carry pulse pistols- each crew member may fire from a different fire point at a different enemy (count each crew member as a different unit) if all 3 crew members are killed treat the orca as "destroyed- ruin- building" (the orca may still be intact but with no crew to pilot it, it might aswell be nothing more then a ruined building )

- "GET TO DA CHOPPA!!" - any unit falling back will make every effort to fall back towards the orca using the standard "fall back" rules
any unit that reaches the orca may spend a full round and regroup (i.e. if the falling back unit reaches the orca on turn 2, it may spend turn 3 regrouping and re-enter play on turn 4)
-evacuation- at the end of the game any friendly unit inside or within assault distance of the orca can "evacuate" count this unit as "surviving" even if unit is falling back or below half strength*
*unless the unit, or the orca itself is in melee. (or the orca is destroyed/immobilzed )
count any units that are in melee (and losing) as destroy, and disregard this rule all together if the orca itself is currently in melee/assault or imobilized or destroyed
(can't evacuate troops if you can't move after all )


high point games:
if both players agree, more then 1 orca can be used and may be kept in reserve and rolled for as normal.
if you are using more then 1 orca or more troops/vehicles then just the mentioned above orca rules (i.e using the orca as a reserve unit )- i recommend using the "drop and go" rule/point cost to avoid having the board overly cluttered with orcas/extra terrain
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

There isn't rules for this thing in an Imperial Armor book?

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in gb
Deadly Dark Eldar Warrior




North Wales

It's rules are in IA: the touros campaign

2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in us
Lord of the Fleet





Texas

Thesanguinesword wrote:It's rules are in IA: the touros campaign


And also updated in Imperial Armor Apocalypse 2nd Edition

 
   
Made in ca
Fresh-Faced New User





i don't have any of those :c

i was just trying to create my own rules i thought would be fun D:
   
 
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