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Made in ru
!!Goffik Rocker!!






Boardin' Krew - Elites:
10 Raidurz ws4, bs2, st3, to4, wo1, in2, at2, ld7, sv 4+ Cost 130 pts
Nob Raidur ws4, bs2, st4, to4, wo2, in3, at3, ld7, sv 4+
Furious charge, Mob rules, WAAAAAAAAGH!, Board Dem!

May take up to 5 additional Raidurz for 13 pts each
May upgraid one Raidur to a Nob Raidur for 10 pts (all gear avaliable to a regular nob)
Equipped with Slugga and Choppa
The whole squad may equip stikkbommz for 1 ppm
May take a Boardin' Wagon as a dedicated transport

Board Dem! - in the controlling player's assault phase if the Boardin' Krew is within 2' from an enemy vehicle or inside a Boardin' Wagon that is within 2' from an enemy vehicle which has no WS value and none of the vehicles have made a Flat-Out move, Boardin' Krew may attempt to Board Dem! This is used instead of assaulting a vehicle. The Boardin' Krew emidiately suffers 3+d6 s4 ap- hits.
Roll a d6, on a roll of a 6+ the enemy vehicle is captured and continues the game under the Boardin' Krew's player controle and is no longer affected by a Grabba claw's immobilize if it was affected by one. The vehicle's bs in now 2 and it gains a 'Don't press dat' special rule. Up to 3 members of a Boardin' Crew are emidiately removed from play representing them operating the claimed vehicle.
If the Board Dem! fails - the Boardin' Krew suffers additional d6 s4 ap- hits.
Factors that affect the roll:
-1 if the enemy vehicle is not immobilized and further -1 if it is fast
-1 if the enemy veficle has back armor 11 or more
+1 if the enemy vehicle is open-topped
+1 if the Boardin' Crew contains a Nob Raidur
+1 if the Nob Raidur has a Power Klaw
+1 if the whole squad is equipped with stikkbommz or attempt a Board Dem out of a Boardin' Wagon with a Stikkbomm chukka
+1 if WAAAAAGH is in effect
Spoiler:
+1 if the controllin' player screams YAAAAAAAAAAAAAAAAAAAARRRRRRRRR!!! at the top of his/her voice

A roll of a 1 is always a failure, a roll of a 6 is always sucksess.


Boardin' Wagon:
13-12-10 - Cost 70 pts - Would look like a heavilly overhauled truck with sea knots tied all around, some sort of orky parrot with an eye patch sitting on a pillar and a flag displaying Jolly Zog-jer
Tank, Open-topped, Transport capacity 15 models.
Has boarding plank

All upgrades avaliable like on wagon but can't take a deffrolla and 'ard case. May take up to 2 weapons.

That's 335+ pts for a unit that does practically nothing more useful than sluggaboyz which are also not great atm, ain't scoring but can possibly capture a tank in the right situation though it's gona be really hard to get there.

Don't know if the chance to board an enemy vehicle is too high. Or the points of this guyz are too low/high either but in a real game they'll have hard time getting there so i decided that a general 3+ to board a vehicle is not bad considering they need to be that close and can't make a charge move.
Also not quite sure what to do vs a transport full of occupants. Maybe just count as charging within a building?

Your thoughts?

This message was edited 5 times. Last update was at 2014/02/21 07:27:04


 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

So on 5+ you can steal a Land Raider (I assume everyone will take a nob), 4+ if they have stikkbombs, and 3+ if the nob has a PK?

Seems balanced.

Give them a SR that allows them to have a chance to do this, if they pen the vehicle first.

This message was edited 2 times. Last update was at 2014/02/12 16:30:23


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Made in us
Confessor Of Sins




WA, USA

And a 70 point, armor 13 trukk too, yeah. Seems balanced. :\

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Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

That's nuts. An AV13 transport for a unit that can, potentially, take 5 vehicles. And with Stikkbombs at 1ppm? No way. You're paying 2pts up from an 'Ard Boy for access to an AV13 transport for 70pts and an amazing rule that lets them board enemy vehicles.
Also, what the heck? Now way would /Orks/ ever be able to board a Land Raider, Leman Russ or anything similar. Tank hatches, especially those on honoured tanks, are nigh impossible to open.

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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 BrotherOfBone wrote:
That's nuts. An AV13 transport for a unit that can, potentially, take 5 vehicles. And with Stikkbombs at 1ppm? No way. You're paying 2pts up from an 'Ard Boy for access to an AV13 transport for 70pts and an amazing rule that lets them board enemy vehicles.
Also, what the heck? Now way would /Orks/ ever be able to board a Land Raider, Leman Russ or anything similar. Tank hatches, especially those on honoured tanks, are nigh impossible to open.

And think about stuff like eldar or tau vehicles. Orks probably can't even drive them (and IIRC tau vehicles have genetic code reader which stop non-tau from being able to drive them, and eldar vehicles operate partly on the eldar's psychic abilities)..

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Made in gb
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Bearing Words in Rugby

 Co'tor Shas wrote:
 BrotherOfBone wrote:
That's nuts. An AV13 transport for a unit that can, potentially, take 5 vehicles. And with Stikkbombs at 1ppm? No way. You're paying 2pts up from an 'Ard Boy for access to an AV13 transport for 70pts and an amazing rule that lets them board enemy vehicles.
Also, what the heck? Now way would /Orks/ ever be able to board a Land Raider, Leman Russ or anything similar. Tank hatches, especially those on honoured tanks, are nigh impossible to open.

And think about stuff like eldar or tau vehicles. Orks probably can't even drive them (and IIRC tau vehicles have genetic code reader which stop non-tau from being able to drive them, and eldar vehicles operate partly on the eldar's psychic abilities)..

Exactly. I mean Orks can cobble together vehicles but I doubt they have even half the amount of brainpower it takes to use a Tau, Space Marine or even Imperial Guard vehicle. I was always under the impression that Ork vehicles just had 2 buttons: 'Fasta' and 'Dakka', and they went from there.

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
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Catskills in NYS

 BrotherOfBone wrote:
 Co'tor Shas wrote:
 BrotherOfBone wrote:
That's nuts. An AV13 transport for a unit that can, potentially, take 5 vehicles. And with Stikkbombs at 1ppm? No way. You're paying 2pts up from an 'Ard Boy for access to an AV13 transport for 70pts and an amazing rule that lets them board enemy vehicles.
Also, what the heck? Now way would /Orks/ ever be able to board a Land Raider, Leman Russ or anything similar. Tank hatches, especially those on honoured tanks, are nigh impossible to open.

And think about stuff like eldar or tau vehicles. Orks probably can't even drive them (and IIRC tau vehicles have genetic code reader which stop non-tau from being able to drive them, and eldar vehicles operate partly on the eldar's psychic abilities)..

Exactly. I mean Orks can cobble together vehicles but I doubt they have even half the amount of brainpower it takes to use a Tau, Space Marine or even Imperial Guard vehicle. I was always under the impression that Ork vehicles just had 2 buttons: 'Fasta' and 'Dakka', and they went from there.

That sounds about right!

This message was edited 2 times. Last update was at 2014/02/12 20:30:58


Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in ru
!!Goffik Rocker!!






Well, i've made that chances and pointscost only cause it's almost impossible to catch an enemy vehicle with a regular tank. Especially an open-topped with 12 side. And footslogging, they only have a 8' threat range of doing this. I think the tank's cost is allright cause after all the needed upgrades it's gona cost 90 pts. 90 for an open-topped non-skimer vehicle is not really low. Even with 13 front side. They're gona cost:
14 boyz with stikkbommz - 182
1 Nob with boss pole, stikkbommz and PK - 54
Boardin' wagon with ram, grabbin' klaw, bigshoota - 85 and u'd like to have something like rpj and/or grot riggers.

That's 320+ pts for a unit that does practically nothing more useful that sluggaboyz, ain't scoring but can possibly capture a tank. Maybe add another pointcost to them making the unit cost 335+ but If we make them more expensive - they're gona be just not worth using at all. I mean it's just easier to take another wagon full of boyz that's gona be cheaper, have more tactical advances and will just wreck vehicles and not try capturing them which is random and dangerous.

Orks loot enemy vehicles and drive them. No matter the race. The only exception are necrons for obvious reasons. Orks can drive tau and eldar vehicles. That'd be a mad ride but thanks to the ork's psychology - they can do such stuff from time to time fluffwise.



Automatically Appended Next Post:
Also, capturing a landraider will happen on a roll of 4+, with 3+ only on the WAAAAGH

Anywayz, what do you think should be done and do you like the concept on the whole?

This message was edited 8 times. Last update was at 2014/02/21 07:25:43


 
   
 
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