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Made in nz
Disguised Speculo





Hey Dakka, I'm putting together a special unit for a scenario. The unit is Da Blacktoof, and it's Kaptin Badruk's (from the Ork codex) kustom kill krooza.

In this scenario, we have five players split into three teams. There are two teams of two players each with a thousand points to spend, and finally a solo player (I imagine that would be me) controlling Da Blacktoof and its Krew. Da Blacktoof is trying to survive for six turns and then flee the board. Meanwhile, the two other teams are both trying to shoot it down, grab da Loot onboard, and prevent the other side from doing the same!

So what I'm wondering Dakka, is if you think this craft would be fairly balanced against two 2000 point teams. Note that on-board is a Big Mek, a Warboss, Kaptin Badruk and a unit of ten Flash Gitz with all the upgrades. I'm also not going to be playing this to win, I'm more interested in giving the other guys a good fight but going down at the end, and using some cool weapons with special rules from the forgeworld books while I'm at it! So if its too strong and just wont die, or too weak and goes down in turn one, its no good for anyone!

The rules are a bit tl:dr and complicated, but since I'll be piloting Da Blacktoof and am the only one who needs to know all the details, I reckon thats ok.

Also yes, before anyone asks, I'll be scratch building a Blacktoof model for this.

Da Blacktoof

Da Blacktoof is a large and cumbersome Ork flier. Its approximately twice as long and twice as wide as the other Ork fliers. It moves using the same rules as fliers, except that it's basic speed is 12" instead of 18".

Unlike other vehicles, Da Blacktoof itself cannot be destroyed. Rather, it is split into various subsystems which can be fired upon seperately, and which have their own armour values, hull points, and special effects.

These subsystems are; Da Bridge, Da Engineerin' Room, Da Armory, Da Weppons Room, Da Shield Generata, and Da Engines (x3). In addition, each weapon mounted on Da Blacktoof is a seperate sub-system and so can be individually targeted and destroyed.

Ship Subsystem Rules

Each Subsystem has Armour 12 and ten hull points. Whenever a penetrating hit is scored, reduce the hull points of the subsystem by the amount the weapon defeated its armour, but otherwise you do not roll on the armour penetration table. When a subsystem is reduced to zero hull points, it is shut down. At this point, if another penetrating hit is scored on the same system before it is repaired, it will destroy the system in question. If not destroyed, a system can be repaired during Da Blacktoof's turn, becoming operational again the moment its hull points rise above zero

Each subsystem has a different effect on the ship, and if destroyed, will affect the ship in different ways.

Da Bridge: It is from here that Badrukk kaptins Da Blacktoof. As such, the 5+ invulnerable save from his goldtoof armour protects it, in addition to any other saves it can make!
-If online: The controller of Da Blacktoof can choose where it moves each turn.
-If offline: Da Blacktoof makes a leadership test on Baddrukk's leadership each turn, and if it fails, it goes out of control, moving randomly (using flier movement rules) that turn. If Da Blacktoof would move off of the board through one of these movements, it spins 180 degrees at the edge of the board and then finishes its move.

Da Engineerin' Room: It is from here that Badrukk's trusted sub-kaptin Gitwrencha performs the innumerable fixes that allow Da Blacktoof to function.
-If online: At the start of each of Badrukk's turns, roll a d6 for each damaged subsystem. On a 6, 1d3 hull points are immediately repaired. Destroyed subsystems cannot be repaired in this manner. In addition, you may forego this general repair attempt to focus on repairing any one system of your choice - on a 3+, that system is repaired as above, however, no other repairs are possible this turn.
-If offline: Only the Engineerin' Room can be repaired, and this succeeds on a 5+. If you successfully repair this room, you don't get to make any other repairs in the same turn.

Da Armory: This is a great big room filled with bombs and bullets, enough to make even the most hardened dakkaboy's mouth water.
-If online: Da Blacktoof's weapons fire as usual. Certain weapons become more effective or have alternative forms of fire if both this and the Weappons Room are online.
-If offline: Roll a d6 after each weapon is fired - on a 1 that weapon has run out of ammo until Da Armory is brought back online!

Da Weppons Room: It is from here that Badrukk's trusted sub-kaptin Old Shouta bellows firin' orders to the many gunners on board this ship.
-If online: Da Blacktoof can fire one Primary Weapon each turn, and all of its secondary weapons. Certain weapons become more effective or have alternative forms of fire if both this and the Armory are online.
-If offline: Badrukk must make a Leadership test to fire a Primary weapon, and only half of Da Blacktoof's currently operational weapons can fire each turn.

Da Shield Generata: From here, a kustom kontraption provides a powerful forcefield that protects Da Blacktoof.
-If online: Da Blacktoof recieves a 5+ cover save in addition to any other saves it may make, such as Jinking. If Da Blacktoof has crashed, it creates a Kustom Forcefield that protects all units from any side with a model within 6" with a 5+ cover save.
-If offline: The forcefield is no longer functional

Da Engines: Three huge, smoke belching thrusters power this monstrous vessel. Note that they count as three seperate subsystems.
-If online: Da Blacktoof moves normally, and can move at both combat speed and cruising speed.
-If offline: Reduce Da Blacktoof's Combat and Cruising Speeds by 4" and 8" respectively for each engine taken offline. If all three engines are taken out at once, Da Blacktoof crashes!

Weapons Subsystems

Each Weapon on Da Blacktoof is a seperate subsystem that can be individually targeted by the enermy.

Each weapon is either a primary or secondary weapon. At most only one primary weapon can be fired each turn, though every secondary weapon may also be fired

Primary Weapons have Armour 12 and five hull points, Secondary Weapons have Armour 10 and two Hull Points. In addition, if struck by a penetrating hit, the weapon cannot fire next turn!

Primary Weapons
-Supa Gatler: An enormous machinegun mounted under the bridge of the vessel. This weapon cannot be fired at all if Da Armory is offline.
A totally mental weapon that can only be fired once. It fires 2d6 S7 AP3 shots at a target. After resolving those hits, you pick another target within 12" and shoot at that too! If you don't roll a double for the number of shots on the second target, you pick a third target... and a fourth... and a fifth...

-Rokkit Pods: Two seperate pods, one mounted under each wing, allow Da Blacktoof to blast the enermy with overwhelming firepower! The pods must fire at the same target, and each one fires as an Assault 4 Rokkit Launcha. Alternatively, as long as Da Armory is online and both pods are online, you may fire a single rokkit barrage, which is resolved as a Boom Gun shot. After this, the Rokkit Pods become Assault 1.

-Deff Beem: Pick a point within 48" and in the firing arc of Da Blacktoof, and scatter this point 2d6 (even if a hit is rolled). Draw a line from this point going 3d6 inches in a random direction. Every model touched by this line takes a single S 2d6, AP 1d6 attack (roll once when you fire the beem). If any double is rolled for the 3d6 inches the beam travels, the weapon overheats and is shut down. If a triple is rolled, the weapon is destroyed! Must wait one turn after firing before firing again.

Secondary Weapons
-Flakkaturret: A top-mounted flakkagun turret. This weapon is the only Secondary Weapon that can fire at full ballistic skill.
Essentially a Quad Gun

-Dakkaturrets: A rattler kannon mounted on each side of Da Blacktoof. Can fire at any ground-based target within a 180 degree field of fire. Can only fire snap-shots
Essentially a Shoota that fires 2d6 shots and can jam

-Trakta Beem: A lifta-droppa mounted underneath Da Blacktoof. It's range has been reduced to 18"
Can pick up and throw vehicles, tons of fun!

-Bommin Bay: Da Blacktoof can drop Big Bomms on any enermy it passes over. Unlike a Deffkopta, it has an unlimited supply of Big Bomms. Alternatively, if the Armory is online, you may drop all da bomms - drop a bomm that scatters 1d6, with Strength 7 and AP (1d6) that ignores cover. After this, you may not drop any more Big Bomms - you've used them all up!

Shooting down Da Blacktoof

If you manage to knock out all three engines at once, Da Blacktoof crashes! Scatter it 3d6 within its forward arc, and re-roll the dice if it would take it off of the board. Place the model on the table where the scatter dice says, and score a single S10 AP - hit on every model underneath that fails an INT check (move the survivors to the side). Badrukk and his krew immediately disembark, moving to anywhere within 6" of the crash site.

Badrukk's krew consists of a fully kitted out PK Warboss, a Big Mek with a Kustom Megablasta, and ten Flash Gits with all the upgrades - as well as Badrukk himself. Badrukk and his crew have a 2+ invulnerable save to all template weapons, and a 2+ invulernable save to all shooting between the time they disembark from the crash and their next turn.
   
Made in us
Maniacal Gibbering Madboy





This is an amazing idea! A suggestion is that all five players play Ork armies; after all the freebootin' Badrukk has done there is bound to be other Warbosses or Kaptins who want da loot. The Deff Beem doesn't make sense; you roll triple and it explodes but can fire it two turns after? Shouldn't it just count as being destroyed but can't be repaired? Another question is about the Bridge; it has a 5+ save on top of its other saves? Does that mean it has a 5+ invulnerable AND cover save if the Shield Generator is still online? Another thing is about the opponents armies: since they're facing a Ork Killkrooza, shouldn't the enemy forces be mostly fighter aircraft? Like they can take any number of fliers that do not count against FOC, but still have to have the bare requirements?

2000 points
4 Wins/ 5 Draws/ 2 Losses
 
   
Made in nz
Disguised Speculo





Deff Beem


Screw up on my part. Pretty much if it 'goes offline' it can fire later, but if it 'explodes' its just totally stuffed.

All Orks


There aren't enough Ork players at my club sadly. I would very much prefer it to have all Orks. Can possibly get one team to be all Orks and the other to be Imperial Guard or something

Flyers no FoC slot


I wholeheartedly agree with this.
   
 
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