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Made in ca
Longtime Dakkanaut





Ork-Infested Building

Slot: Dedicated Transport for Ork Boyz (if the number of Orks Boyz in the squad numbers 20 or less, you may purchase an Ork-Infested Building for them as a Dedicated Transport)
Type: Building
Points: 60

Armour Value: 13
Capacity: 20 Boyz
Weapons: 4 Big Shootas (one on each facing)
Special Rules: Ramshackle, Open-Topped, Tunnel Network, Ork-Infested

An Ork-Infested Building may purchase any of the following options:
- Waaagh! Pole...........................................................................10 points
- Goff Paint Job............................................................................5 points
- Kustom Force Field (limit of one per Big Mek in army)......30 points

May replace any Big Shoota for a Rokkit Launcha...............free


Ramshackle: As per Ork Trukk (reduces penetrating hits to glancing hits on a 6+)

Tunnel Network: A unit embarked in an Ork-Infested Building may exit from any friendly building with a Tunnel Network.

Ork-Infested: Whenever this building suffers a glancing hit, add an Ork Boy to the closest unit of friendly Ork infantry within 6" or to a friendly Ork infantry unit embarked in the Ork-Infested Building if adding these models would not cause the number of models in the squad to exceed this building's capacity. Add d6 Ork Boyz if this building suffers a penetrating hit instead. You may not add models to a unit composed of only an independant character.

Waaagh! Pole: When adding Ork Boyz from the Ork-Infested special rule, add d6 Ork Boyz instead of 1 Ork Boy for each glancing hit, and 2d6 Ork Boyz instead of d6 for a penetrating hit.

Goff Paint Job: This building gains +1 to Ramshackle rolls.

Kustom Force Field: This building gains a Kustom Force Field.

This message was edited 1 time. Last update was at 2015/04/10 14:42:15


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

Not quite getting the idea behind this. Why does damaging the building cause new Orks to spawn? Ork spores grow underground in shady spots, usually away from cities and other strong signs of civilization.

Also, going from 1 Boy to D6 Boyz and D6 to 2D6 Boyz seems like it would be worth more than 10 points. I'm thinking more along the lines of 15-20.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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Made in ca
Longtime Dakkanaut





I wasn't too concerned with why the Orks are spawning. It's more of a classic game mechanic where hitting something causes guys to spill out. Conceptually, you can imagine it that the orks have infested the buildings and the dark, shady moist tunnels beneath the building.

And yeah, 10 points seems cheap, but considering that it only triggers when an enemy successfully damages the building offsets that. If your opponent gets a penetrating hit on the building, you're likely losing between 5-10 boyz. Gaining back d6 means you simply didn't lose "as much". Gaining back 2d6 means you're probably just breaking even. Also, if there's no boyz in it, and there's no boyz nearby, then you don't get any!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Longtime Dakkanaut






I think the tunnel network is needing some work, as it is you could redeploy a unit every turn across your whole backfield with 2 buildings. I'd make it so they can use their movement phase to move between buildings, but may not shoot or disembark. they're in the tunnel, after all.

I'd add some more funky options for it too (orks should be all about options!);

Each ork-infested building can be upgraded to one of the following:

Boyz hut: does the boys-come-out thing you've got.

Mek Shop: one vehicle wrecked within 6" roll a D6 at the end of each ork turn; on a 1, it explodes. on a 2-5, it's still wrecked. on a 6, it regains a hull point, but still has any weapon destroyed & immobilised results applied to it.

Doks Shack: any ork unit that disembarks from the building has feel no pain until the end of their next turn, but loses D3 models when it disembarks.

Mek's 'sperimentin' shack: Roll a D3 at the start of the game to determine what the mek was building:

1: Turret-mounted shokk attakk gun. "zoink" results are applied to the firing model!
2: Kustom Force Field (measure from building)
3: Kustom Tellyporta - units embarked immediately enter deep-strike reserves. any units that embark will go into da tellyporta and will be removed from the board and enter reserves, to be rolled for an everything - chances are he's not fine-tuned the time travel bit.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

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Made in ca
Longtime Dakkanaut





Yeah, it probably needs to be modified to be "a unit embarked in this building can change to be embarked in any other empty friendly building with Tunnel Network during the movement phase.

I think Mek Shop should work just like a Mek Boy, except with range 6". On a 4+ it regains a hull point/weapon destroyed/immobilized result. I don't like the idea of rebuilding a destroyed vehicle.

Love the Dok's Shack! I'd even get rid of the d3 models lost on disembark and just leave the feel no pain until the end of the next turn. Makes sense - they're a Painboy in there, and he just shot 'em up with extra juice.

I think a Mek Shop should have the option and choice of what upgrade it has, but having more than just KFF is a good idea. KFF, replace big shootas with shokk attack gunz, and tellyportas is pretty good.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Bonkers Buggy Driver with Rockets






interesting idea...but its kinda weird when people wonder why a building is being taken as a vehicle, a dedicated transport no less. this means that it has all the rules vehicles have, when this thing should obviously be a fortification. i know fortifications are one per army but that isnt so bad when we can easily take multiple cads or go unbound.

respawnig orks sounds good, but look at how the nids and necrons do it and that might help refine this special rule.

the tunnel network sounds cool but i might give it a limit to the number of boyz that can pop between buildings.

interesting idea, keep refining it.

heck, you could do a version that is an ork rok. these things are known for deep striking on planet and unloading orks, but they also make excellent command positions, and ghaz was infamous for using these combined with telyport tech to fast deploy troops to a planets surface (these things also have plenty of gunz on them).

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
 
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