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![[Post New]](/s/i/i.gif) 2014/07/08 18:24:10
Subject: Just for fun- Ork Madboyz
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Shrieking Traitor Sentinel Pilot
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Just some fun rules I thought of for some Ork fluff:
An Ork army may upgrade a single squad of Boyz to Madboyz for each Weirdboy in the army for +10pts per squad. Madboyz may not take 'Eavy Armour. At the beginning of each turn, roll D6 on the table below for each squad of Madboyz. The Madboyz are affected by the result until the end of the turn.
1) Duhrrrr...: The Madboyz have a bout of complete stupidity, forgetting where they are and what they were doing. The unit may not move, shoot, or charge this turn, but will fight back if charged.
2) Normalish: The Madboyz are acting like normal Orks. For now... The unit gains no bonuses or penalties this turn.
3) Slippery Gits: The Madboyz suddenly move with unerring speed and agility for something so big, clumsy, and crazy. The unit has the Fleet and Move Through Cover special rules.
4) Too Crazy for Fear: The Madboyz recklessly ignore all danger. The unit is Fearless and cannot be Pinned. If the squad was already pinned, they automatically pass their pinning test. If they were fleeing, they automatically rally.
5) Gone Psyko: The Madboyz enter a murderous frenzy and seek to tear their enemies limb from limb. The unit has the Rage, Furious Charge, and Counterattack special rules.
6) Inorksanitee: The Madboyz enter a strange state of calm focus, undistracted by the din and chaos of battle. IT DON'T GIT MORE MAD DEN DAT! The unit's BS and I are raised to 3.
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This message was edited 1 time. Last update was at 2014/07/08 18:24:40
40k is 111% science.
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![[Post New]](/s/i/i.gif) 2014/07/08 19:20:58
Subject: Just for fun- Ork Madboyz
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Implacable Skitarii
Somewhere...
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Fearless unit is already immune to being pinned, and Ork Boyz already have Furious Charge. And either make the Madboyz roll once at the beginning of the game or, if you insist on rolling at the beginning of each turn, make the unit roll on a D3 table instead. Rolling a D6 and apply different results each turn is a bit...too much. I think the D3 table should be as follows: 1-2 Duhrrrr... 3-4 Normalish 5-6 Gone Psyko, but grants the unit Counter Attack, Fleet and Rage The entire mob may be upgrade to Madboyz for 2 pts/model The Madboyz should not be able to take any ranged weapon, because they are mad, and should prefer charging and tearing enemies limb from limb than staying a way and shooting. They should also have Fearless as default, and therefore no Mob Rule, and gain +1 Attack. Replace Slugga with another Choppa. Cannot be joined by Independent Characters except Weirdboyz and Painboyz. Should not be able to take a Nob, and therefore no Bosspole; and no Trukk, either. Keep up the good work
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This message was edited 10 times. Last update was at 2014/07/08 19:42:26
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![[Post New]](/s/i/i.gif) 2014/07/08 23:33:58
Subject: Re:Just for fun- Ork Madboyz
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Shrieking Traitor Sentinel Pilot
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I mostly like those ideas, but if the Madboyz only get a benefit 1/3 of the time, do nothing 1/3 of the time, and lose their slugga, I think the upgrade should be at most 5 pts, maybe even free. Also, I'm not sure about completely taking away all their options. That's seems awfully limiting and boring. Let em ride in a trukk, for instance, as it makes them more versatile if a player is so inclined. I'm gonna think about the rest, but yes, maybe D3 would be better than D6. Anyone else have any thoughts?
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40k is 111% science.
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![[Post New]](/s/i/i.gif) 2014/07/09 00:08:15
Subject: Re:Just for fun- Ork Madboyz
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Using Object Source Lighting
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fallinq wrote:I mostly like those ideas, but if the Madboyz only get a benefit 1/3 of the time, do nothing 1/3 of the time, and lose their slugga, I think the upgrade should be at most 5 pts, maybe even free. Also, I'm not sure about completely taking away all their options. That's seems awfully limiting and boring. Let em ride in a trukk, for instance, as it makes them more versatile if a player is so inclined. I'm gonna think about the rest, but yes, maybe D3 would be better than D6. Anyone else have any thoughts?
Agreed on all counts- removing options and greater chances to do nothing (or serious penalty) vs. decent reward would be something I'd never consider taking. Also, the unit would require extra modeling, which is another barrier to actually taking them.
While the OP rules had some redundancy issues, (after fixing them) that would at least be something in the realm of what I'd consider taking.
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![[Post New]](/s/i/i.gif) 2014/07/09 02:50:10
Subject: Re:Just for fun- Ork Madboyz
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Shrieking Traitor Sentinel Pilot
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Round 2!
An Ork army may upgrade a single squad of Boyz to Madboyz for each Weirdboy in the army for +1pt per model. Madboyz may not take 'Eavy Armour, Rokkits, or a Nob Boss. Madboyz are Fearless. At the beginning of each turn, roll D6 on the table below for each squad of Madboyz. The Madboyz are affected by the result until the end of the turn.
1) Duhrrrr...: The Madboyz have a bout of complete stupidity, forgetting where they are and what they were doing. The unit may not move, shoot, or charge this turn, but will fight back if charged.
2-3) Normalish: The Madboyz are acting like normal Orks. For now... The unit gains no bonuses or penalties this turn.
4-5) Gone Psyko: The Madboyz enter a murderous frenzy and seek to tear their enemies limb from limb. The unit has the Rage, Fleet, and Counterattack special rules.
6) Just Plain Unnervin': The Madboyz enter a strange, unorky state of calm, focusing completely and seriously on taking down their enemies. The unit's BS and I are raised to 3. In addition, the unit gains the Move Through Cover and Hit and Run special rules.
It's sort of a compromise. The table is slightly simplified, redundancies have been removed, but there's still a bit of variety and it's more beneficial than not. I still don't think the Madboyz necessarily need to not have guns. They're crazy, but they're not Savage Orks! Heck, even Feral Orks appreciate some good Dakka! Plus the idea of a Madboy with a Burna running around lighting everything on fire to make pretty lights amuses me.
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40k is 111% science.
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![[Post New]](/s/i/i.gif) 2014/07/09 05:11:00
Subject: Re:Just for fun- Ork Madboyz
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!!Goffik Rocker!!
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Fun ideas. But doing nothing for a turn is super-penalizing. You see, i'd not take that even if they cost 4 ppm. Cause they're an aggressive assaulty unit in an aggressive assaulty army. So if one of your units suddenly gets knocked out, you can fail with all your positioning and plans and stuff. Orkses are all about positioning and coordinated offence (tabletop at least). 1/6 chance every turn is an almost guaranteed 'doin' nofing' across the game. While the good results are rather meh. Not bad for mellee...but you're fighting in mellee like 1-2 turns across the whole game at best. Or don't fight at all cause you're shot of the table.
Make the random table such that it doesn't screw the game on a d6 roll. Something like:
1. Madboyz loose Fearless and suffer d3 s4 hits.
2. Take a blind test.
3. Gain Fleet.
4. Can run and shoot, shoot sluggas twice.
5. Can run twice.
6. Gain 6++, FNP and Adamantium Will.
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This message was edited 4 times. Last update was at 2014/07/09 05:15:16
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![[Post New]](/s/i/i.gif) 2014/07/09 06:54:39
Subject: Just for fun- Ork Madboyz
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Grey Knight Psionic Stormraven Pilot
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You could go the route with 2d6.
That way you could sort the results by strength, putting weaker results on the numbers closer to 7, and stronger results on the extremes. This would make the unit a bit more predictable, and at the same time, allow better bonus', while retaining a random element.
Maybe lower the point cost in that case.
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![[Post New]](/s/i/i.gif) 2014/07/09 14:12:04
Subject: Re:Just for fun- Ork Madboyz
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Hollerin' Herda with Squighound Pack
Denmark
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Yeah 2d6 would make a fun madboy table. That way more whacko stuff could be added.
For instance:
roll of XX: One paranoid madboy has chosen to either attack his figment of imagination with a live stikkbomb, or to clean his teeth from a piece of eldar pie, with the pin of his unsupecting buddys stikkbomb.
Roll a die on 3+ the owning player must choose a madboy model in the mob and place a small blast marker above him and roll for scatter, without deducting the firing models BS, stats as a frag grenade. on a roll of 1-2 the opponent may choose the model.
Roll of XX: The madboyz emanate a strong psykick wave. They generate a warp token if there is a weirdboy within 12"
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This message was edited 1 time. Last update was at 2014/07/09 14:12:57
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