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Made in us
Pyromaniac Hellhound Pilot





killeen TX

SM get their drop pods, and all other power armor yahoos. Why can't the orks get their rocks? Proposed rules:

Ork rock: dedicated transport, 30 models

Nominate a point on the board. Scatter 2D6. If a hit is rolled, no further action. If scatter is rolled, move rock to that point and scatter again 2D6. Continue until a hit is rolled or rock scatters outside table edge. If ork rock scatters off the board it is removed from play.

Rock smash: any unit that ork rock scatters onto take D6 strength 10 hits. If a vehicle is scattered onto, rock gains " strength 10, ordnance"

'ard landing: orks may not assault, shoot, or run after disembarking from rock.

Smashed to bits. The rock is destroyed when landing. Treat area where rock lands as impassable terrain.

100 points.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in gb
Executing Exarch






Sounds interesting, and matches your forum avatar nicely :-)

Couple of points:
Considering the likelyhood of landing on units (indeed, it is the whole plan right ladz?) you need to add something about what to do with models underneath after the hits are resolved (since the rock becomes impassible terrain), I suggest the ones from the Tank Shock rules. Immobile units / vehicles could be a problem, instantly removing them sounds a bit harsh.

I'm not sure it needs to gain the Ordnance rule, D6 S10 hits will generally wreck anything, perhaps add Barrage so it hits the side armour?

30 Boys sounds alot, obviously you need enough so they don't get shot to bits the following turn... perhaps 2 sizes of Rock? Medium (20 boys) and Large (30 boys)?

Also needs something incase it lands on a multi-story ruins or Impassible terrain.

Overall, makes me want to play Space Marine (the game) again!
   
Made in nz
Disguised Speculo





I'd make it that it *must* scatter at least once. If a hit is rolled, it scatters in the direction of the small arrow, then does not need to roll scatter again. Perhaps even scatter it 3d6 - pretty much I'm looking to neutralize its ability to just be an 'orbital strike'

I'd also max the transport capacity at 20, or cause automatic Strength 1 hits on every occupant on impact.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I like the idea of strength one hit on all occupants. 30 for a full boyz mob.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I like the idea in principle, but I think it needs some finetuning. Perhaps you need a crater model that all the Orks need to disembark from, that would allow you to track the terrain and who is affected.

I was thinking you should put down the large round template, kind of like the Portal Glyph.
   
Made in nz
Disguised Speculo





Dedicated Transport - Ork Rokk [100pts]

Certain Ork units can take an Ork Rokk as a dedicated transport. The unit in question must deploy to the battlefield inside the Rokk, but otherwise you treat the Rokk as a seperate unit which does not use any Force Organization Slots.

Sometimes, the usual Ork landing craft just isn't fast enough - either to clear the enermy AA, or for the riders on board! So in some instances, the Orks use Rokks - hollowed out asteroids with huge, clumsy engines attached - to drop their assault troops right into the midst of battle!

Ork Rokks can be taken as a transport option for your army. You may take up to one Rokk per unit, though you must provide enough models of the correct dimensions to represent them on the table. Any Infantry unit or Walker may take a Rokk as a dedicated Transport.

-Unit Composition: 1 Rokk
-Wargear: One Big Shoota turret
-Special Rules: Pile in boyz! Rokk 'n' Roll
-Transport Capacity: 30 models

-Options
-You may purchase Landin' Harnesses for any or all Infantry models aboard for 1pt per model
-You may purchase up to three additional Big Shoota turrets at +5pts per turret
-Any Big Shoota turret can be upgraded to a Rokkit Launcha turret or a Kannon for +10pts each
-You may upgrade the Rokk with retro-thrustas for +30pts.

-Speshul Rules

Pile in Boyz!

Unlike other transports, models from more than one unit may all be transported simultaneously aboard one Rokk. You may split a vehicle squadron between multiple Rokks, but not an infantry unit. You may also transport any Walker - its "size" for the purposes of transport capacity is equal to its front armour value.

Rokk 'n' Roll

The Rokk transport, as well as any units aboard, must always deploy onto the board in Deep Strike, and may also be deployed either immediately in your first turn, or as reserves using the normal rules. When it arrives on the field, the Rokk must scatter 2d6 - however, if a hit is rolled, it only scatters half the distance rolled on the scatter dice. If a double is rolled for this initiate scatter, consult the following chart to determine the effect

1 - Direct Hit!: The Rokk smashes right into the ground and blows apart. Whatever it has landed on suffers 2d6 S10 hits and is pushed to the outside of the blast template if it survives. Plate a crater the size of the Rokk at the landing point. Everybody aboard the Rokk has been killed!
2 - Comes apart!: The Rokk falls apart in mid air, and showers the three closest units to its impact point (after scatter) with d6 S5 hits. Its passengers are completely lost.
3,4,5 - Off course!: The Rokk scatters again, and may end up rolling on this chart again if another double is scored.
6 - WAAAAGH!: The krew cannot bring the Rokk down safely, but they can at least bring it down right on their enermies heads! Move the Large Blast template 2d6 inches in any direction you choose before resolving a "Direct Hit" result as though it had rolled a double 1.

Unless superceded by the above chart, any unit with at least one model touching the final landing place of the Rokk takes 1d6 Strength 10 hits and is pushed from its current location to the edges of the blast template.

If the Rokk has survived the landing, it then rolls and bounces across the battlefield! Roll 3d6 and a scatter dice - if a hit is rolled, halve the distance that the Rokk rolls. Every unit with at least one model along the path of the Rokk (measure a straight line from the centre of its initial landing place to where it comes to rest) takes 1d6 S10 hits on a d6 roll of 4+! Any cover that the Rokk strikes is shattered on a d6 roll of 4+ as well. Wherever the Rokk finishes its move, place the large blast template again, and inflict hits and move units as you did when it first landed. This is the final resting place of the Rokk - deploy a suitable model, roughly as wide and tall as the large blast template on the field.

For every 3" the Rokk has rolled, roll a d6. On a 4+, one weapons turret of your choice has been smashed!

When it finally lands, any occupants must immediately disembark to within 6" of the edge of the Rokk, and can take no other action this turn. The Rokk itself is impassible terrain. Turrets on the Rokk are Armour 10 and any glancing or penetrating hit destroys them immediately. They can be placed anywhere on the Rokk, which determines their field of fire and from where they can be fired upon.

All Infantry models aboard the Rokk suffer an automatic S1 hit upon landing, unless they have a landin harness. All Walkers aboard the Rokk suffer an automatic S4 hit against their rear armour. If at any point, the Rokk touches Impassible terrain, everybody on board suffers an S2 (or S5 for Walkers) hit instead. If it ends its move in impassible terrain, move it to the boundary.

Retro Thrustas allow you to re-roll either the initial landing dice, or the subsequent rolling dice - however, you must add an additional dice to the next roll!

Errata: If one Rokk rolls into another Rokks final landing place, inflict 1d6 S10 hits as usual. If it crosses the path of another Rokk, this does not cause any effect. If it ends its move on top of another Rokk, inflict 1d6 S10 hits on the occupants (first hits go to Walkers, then allocate as you like) and then break both Rokks into craters - the passengers on the second Rokk all take a S3 (or S6 for Walkers) hit but otherwise deploy as per usual within 6" on the crater of their Rokk.

Errata: A landin harness reduces the Strength of the 'landin' hit taken by all models aboard by one. A strength one hit becomes nothing, and a strength two or three hit becomes strength one or two respectively.


What do you think? Good? Too complex?
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

"Roks"

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

Awesome, but too complex I think...
   
Made in ie
Stealthy Grot Snipa




If you make the area impassable terrain your looking at turn 4 before the orks can do anything, I'd make it difficult/dangerous. I like the s10 hits on a unit it lands on but i think the unit inside should be taking s4 hits at least. I'd also get rid of the continuous rolling of a scatter dice,I'd just roll the scatter dice and 3d6 to take into account the accuracy. And as phatonic said Roks

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Nasty Nob




Cary, NC

I got the impression that an Ork Rok was quite a bit larger than a drop pod, and not just about 3x the size. I mean, I would have guessed that Ork Rokks dwarf a Fortress of Redemption by a fair margin.

It doesn't seem like the kind of thing that would be deployed onto a board, given the size of the darn thing (any more than you'd deploy a large building during the game).

However, playing along and assuming a smaller Rok, I still think that you are confusing the random ork projectiles lobbed from orbit, with true Rok landers. While the orks DO drop down 'uge rocks from orbit to smash their foes, actual Roks ususally have force fields to protect the boys and preserve an atmosphere, and traktor beams to slow them down on entry.

Given those assumptions, I would stat out a 'small Rok" as an Armor 14/14/14 vehicle which deployed via Deep Strike, capable of transporting 30 Boyz. I would roll a scatter die, and on a scatter, the Rok would scatter normally, but the tractor beam would push any models out of the way, not merely outside the base of the Rok, but an additional 6", allowing the unit inside to be deployed on the board. The orks inside would them disembark (and would simply perish if the Rok landed in impassable terrain (the rok might survive a landing in lava, but not the orks!). Given the size of a Rok's base, that would be improbable, but possible.

On a hit, the Rok's tractor beams would instead short out. The Rok would come smashing down from orbit onto the target point, inflicting a D strength hit on any models under the Rok base (from Apocalypse). Nothing (well, almost nothing) would survive being hit by a Rok. For weapons that could fire upon a deep striking vehicle, any Glancing hit would add d6 to the scatter, and any penetrating hit would add a d6 if the result was not a vehicle explosion (which would turn the Rok into relatively safe little meteorites). On a hit (or an explosion), all orks inside are destroyed with no save.

This would make the Rok a very risky form of deployment, and also a bit different from Drop Pods. A hit on the scatter die would be a mixed blessing (or a curse). While your whole unit died, it would also take out almost ANYTHING underneath the Rok. It would also lead you to aim Roks in an Orky fashion. You would aim right at the enemy force. Either your traktor beams would cushion the fall and let you deploy directly into the enemy, or they would short out, and you would smash the enemy dead.

 
   
Made in nz
Disguised Speculo





I seriously like that, nice and simple, though sadly no more Rok n Roll
   
 
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