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![[Post New]](/s/i/i.gif) 2013/07/04 04:49:46
Subject: Radioactive Orks
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Smokin' Skorcha Driver
Canada
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I'm working on a campaign, and part of it involves Orks that grew from spores on a continent that was blasted with nukes and plasma bombs to get rid of the original Ork problem.
Anyway, the thing I thought of was:
"Any unit in combat with radioactive Orks must pass a toughness test each assault phase or suffer D6 S3 Ap- hits at the initiative 0 step"
Does this sound reasonable? Anyone have more suggestions? I am open to crazy random stuff I just haven't thought of anything good.
Edit: Changed initiative 10 to 0
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This message was edited 1 time. Last update was at 2013/07/04 05:16:04
tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/07/04 05:03:32
Subject: Re:Radioactive Orks
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Knight of the Inner Circle
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I would almost do it last as immediate contact shouldn't be overly damaging. However, by the end of combat exposure is increased where the test comes in
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6000 points
4000 points
Empire 5500 Points
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![[Post New]](/s/i/i.gif) 2013/07/04 05:15:24
Subject: Re:Radioactive Orks
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Smokin' Skorcha Driver
Canada
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Okay, so at the initiative 0 step then? That does make a bit more sense
Adding it
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This message was edited 1 time. Last update was at 2013/07/04 05:15:39
tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/07/04 05:57:25
Subject: Radioactive Orks
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Ragin' Ork Dreadnought
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Initiative 1. 0 means it doesn't hit.
Though, while it's fluffy, I wouldn't want to play against it. It'd just be tedious and isn't likely to actually kill anything.
Against guardsman, half the time it will cause an average of 1 wound. Hardly worth the effort. The other half nothing will happen.
Against T4 enemies or enemies with good Armor, your odds of actually causing damage go from slim to none. And for that little of a result, I don't think it is worth including.
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![[Post New]](/s/i/i.gif) 2013/07/04 06:12:57
Subject: Radioactive Orks
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Disguised Speculo
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I'd manifest the radiation more as mutations on the Orks than damage to your dudes.
For each mob of radioactive Orks in your army, at the start of the game roll a d6 to determine how they've been mutated;
1 - Hulking: Strength 4, but becomes slow and purposesful
2 - Redundant Organs: Toughness 5
3 - Toxic Blood: Each Ork slain in CC inflicts d3 S3 hits on the enermy unit
4 - Beastial: Get's Grotsnik's charge at the nearest dude special rule, and becomes fearless
5 - Additional Arm: Gains a bonus attack
6 - Extra Head: Two heads are (usually) better than one - add 1 INT to the unit. However, the unit is stupid - test on unmodified leadership at the start of each turn or the unit stands around arguing with themselves.
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![[Post New]](/s/i/i.gif) 2013/07/04 18:41:14
Subject: Radioactive Orks
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Major
Fortress of Solitude
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Dakkamite wrote:I'd manifest the radiation more as mutations on the Orks than damage to your dudes.
For each mob of radioactive Orks in your army, at the start of the game roll a d6 to determine how they've been mutated;
1 - Hulking: Strength 4, but becomes slow and purposesful
2 - Redundant Organs: Toughness 5
3 - Toxic Blood: Each Ork slain in CC inflicts d3 S3 hits on the enermy unit
4 - Beastial: Get's Grotsnik's charge at the nearest dude special rule, and becomes fearless
5 - Additional Arm: Gains a bonus attack
6 - Extra Head: Two heads are (usually) better than one - add 1 INT to the unit. However, the unit is stupid - test on unmodified leadership at the start of each turn or the unit stands around arguing with themselves.
I like this, very orky
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/07/05 02:00:48
Subject: Re:Radioactive Orks
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Camouflaged Zero
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Yeah, make 'em explode. Like lambent orks
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/07/05 06:00:50
Subject: Re:Radioactive Orks
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Smokin' Skorcha Driver
Canada
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I think I like this table lol.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/07/05 08:48:12
Subject: Radioactive Orks
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Morphing Obliterator
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Dakkamite wrote:I'd manifest the radiation more as mutations on the Orks than damage to your dudes. For each mob of radioactive Orks in your army, at the start of the game roll a d6 to determine how they've been mutated; 1 - Hulking: Strength 4, but becomes slow and purposesful 2 - Redundant Organs: Toughness 5 3 - Toxic Blood: Each Ork slain in CC inflicts d3 S3 hits on the enermy unit 4 - Beastial: Get's Grotsnik's charge at the nearest dude special rule, and becomes fearless 5 - Additional Arm: Gains a bonus attack 6 - Extra Head: Two heads are (usually) better than one - add 1 INT to the unit. However, the unit is stupid - test on unmodified leadership at the start of each turn or the unit stands around arguing with themselves. I love this and it would be a lot of fun plus very orky. It could mean a lot of book keeping for the ork player though. Also I take it there will be a points cost for this as none of these options are a negative for the ork player?
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This message was edited 1 time. Last update was at 2013/07/05 08:48:54
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/07/05 23:22:01
Subject: Re:Radioactive Orks
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Smokin' Skorcha Driver
Canada
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It's a special scenario, so I'm not too worried about pricing. Basically there's going to be restrictions on units and wargear because the Orks don't have access to much tech to salvage/crap to Macgyver things from.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/07/06 06:30:44
Subject: Radioactive Orks
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Disguised Speculo
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Is this for a player unit, or like a special neutral unit or some such thing?
Theres heaps of ways to bolster a "Feral Ork" army with homerules.
>Boarboys: Bikers/Nob Bikers on boars. Drop their armour and cover saves to 5+, but give them bonus attacks or a better HoW due to the Boar attacking as well.
>Poison: The Snakebite clan is pretty representative of Feral Orks, and really digs it's poison. The boys would be resistant to poison (not that that often matters) and could have poisoned attacks
>Warpaint: Savage Orcs in Warhammer Fantasy recieve a 6+ invulnerable save due to having lucky warpaint. No reason why that couldn't apply here
>Special Lobba Ammo: The only Big Guns they could really take are Lobbas, so give them some variety of ammo. Poisoned attacks, smokebombs to give cover, flaming ammo, cages of squigs or buzzer squigs... stuff like that.
>Weirdboys: There would be plenty of these around, allow the player to take them as an elites choice or as a unit leader in place of a nob.
>Big Choppas: In place of gun upgrades, your Slugga mobs can take one big choppa per ten models.
>Move through cover, stealth/shrouded (area terrain), outflanking, scouts, infiltration, acute senses USR really fit well with Feral Orks
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This message was edited 1 time. Last update was at 2013/07/06 06:32:00
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![[Post New]](/s/i/i.gif) 2013/07/06 12:10:04
Subject: Radioactive Orks
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I'd manifest the radiation more as mutations on the Orks than damage to your dudes.
For each mob of radioactive Orks in your army, at the start of the game roll a d6 to determine how they've been mutated;
1 - Hulking: Strength 4, but becomes slow and purposesful
2 - Redundant Organs: Toughness 5
3 - Toxic Blood: Each Ork slain in CC inflicts d3 S3 hits on the enermy unit
4 - Beastial: Get's Grotsnik's charge at the nearest dude special rule, and becomes fearless
5 - Additional Arm: Gains a bonus attack
6 - Extra Head: Two heads are (usually) better than one - add 1 INT to the unit. However, the unit is stupid - test on unmodified leadership at the start of each turn or the unit stands around arguing with themselves.
No bitten by a radioactive spider?
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This message was edited 1 time. Last update was at 2013/07/06 12:10:21
Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/07/07 05:15:59
Subject: Radioactive Orks
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Smokin' Skorcha Driver
Canada
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Dakkamite wrote:Is this for a player unit, or like a special neutral unit or some such thing?
Theres heaps of ways to bolster a "Feral Ork" army with homerules.
>Boarboys: Bikers/Nob Bikers on boars. Drop their armour and cover saves to 5+, but give them bonus attacks or a better HoW due to the Boar attacking as well.
>Poison: The Snakebite clan is pretty representative of Feral Orks, and really digs it's poison. The boys would be resistant to poison (not that that often matters) and could have poisoned attacks
>Warpaint: Savage Orcs in Warhammer Fantasy recieve a 6+ invulnerable save due to having lucky warpaint. No reason why that couldn't apply here
>Special Lobba Ammo: The only Big Guns they could really take are Lobbas, so give them some variety of ammo. Poisoned attacks, smokebombs to give cover, flaming ammo, cages of squigs or buzzer squigs... stuff like that.
>Weirdboys: There would be plenty of these around, allow the player to take them as an elites choice or as a unit leader in place of a nob.
>Big Choppas: In place of gun upgrades, your Slugga mobs can take one big choppa per ten models.
>Move through cover, stealth/shrouded (area terrain), outflanking, scouts, infiltration, acute senses USR really fit well with Feral Orks
Player stuff. Basically it's a couple themed games of Tau/ IG/Eldar depending on how the campaign goes against a bunch of Orks that show up when everybody's least expecting it. They are there to add some variety and randomness to the campaign we are playing.
And I like these ideas too, keep it coming!
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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