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Made in gb
Regular Dakkanaut




Saw Mad Max recently. Then, stumbled across this and felt inspired to come up with some rules for it:

Doof Wagon

Spoiler:





Unit type: Doof Wagon is Vehicle (Chariot, Fast, Unique). Doof Nob is Infantry (Character, Unique)

Unit composition: Doof Wagon w/ Doof Nob (as rider)

Stats:
Spoiler:
Doof Wagon: BS: 2, FA: 10, SA: 10, RA: 10, HP: 3
Doof Nob: WS: 4, BS: 2, S: 4, T: 4, W: 2, I: 3, A: 3, Ld: 7, Sv: 6+


Wargear:
Spoiler:
Doof Wagon: 2 Twin-linked Supa Blasta-Mastas, Doof deck, 2 Drumma Boyz, Reinforced ram

Doof Nob: Burna Git-tar, Red paint job


Wargear profiles:

Supa Blasta-Masta: Oversized, weaponised speakers that can use either profile below when shooting:
- Many freak-uency - Range: 48", S: 5, AP: 4, Type: Heavy 2, Blast, Ignores cover, Pinning
- One freak-uency - Range: 72", S: 8, AP: 3, Type: Ordnance 1, Large blast, Ignores cover, Pinning

Burna Git-tar: The Doof Nob's personal burna, which uses the following profiles:
- Shooting - Range: Template, S: 4, AP: 5, Type: Assault 1, Torrent
- Melee - Range: -, S: User, AP: 2, Type: Melee, Two-handed

Doof deck: The stage where the Doof Nob plays. If the Doof deck is destroyed (e.g. as part of a Weapons destroyed outcome), then the Doof Nob is also removed as a casualty and the Doof Wagon loses its Chariot vehicle type. Likewise, if the Doof Nob is killed for any reason, the Doof deck is destroyed and the Doof Wagon loses is Chariot vehicle type.

Drumma Boy: A non-fighting Boy who steadily beats the Waagh drums. As long as at least 1 Drumma Boy remains as part of the Doof Wagon, the player may roll D6 on the Waagh drums table at the start of his/her Movement phase.


Waagh drums table

1 - We messed up! - Nothing happens
2 - Come on, a dare ya! - All enemy units within 12" of the Doof Wagon suffer -2 to their Leadership rolls.
3 - Hide, you Kowards! - All enemy units within 6" of the Doof Wagon must immediately Go to ground unless the unit is unable to.
4 - What a lovely day! - All Ork units that are part of the player's detachment that are within 6" of the Doof Wagon gain Fearless.
5 - Ride eternal, shiny and chrome! - All Ork units that are part of the player's detachment that are within 12" of the Doof Wagon gain +2" on their Run and Charge distances. Vehicles gain +2" when moving Flat out.
6 - I live, I die, I live again! - All Ork units that are part of the player's detachment that are within 6" of the Doof Wagon gain 6++ Invul save and Feel no Pain.[/b]


Special rules:
Spoiler:
Doof Wagon: Ramshackle

Doof Nob: Furious charge, Rokk-star


Unique rules

Rokk-star: The heart of the Doof Wagon, the Doof Nob believes that if he plays harder, the greater the Doof Wagon becomes. As long as the Doof Nob is part of the Doof Wagon, the Supa Blasta-mastas gain +1 S to their weapon profiles.
   
Made in ru
!!Goffik Rocker!!






Needs to be tougher to not get removed emidiately. That'd be a pity. Let's say it's on a battlewagon, 14-12-10 4 hp.
This awesome model deserves it

This message was edited 1 time. Last update was at 2015/06/28 11:21:05


 
   
Made in nz
Disguised Speculo





+1 for battlewagon chassis. Mainly so I don't have to learn the chariot rules - why the heck are those a thing?

Gets re-rolls on the drumma table if the model has a small speaker mounted inside it playing sufficiently metal music
   
Made in us
Confessor Of Sins




WA, USA

The only thing I can take issue with is the 3 result on the drums table. An auto-GTG is extremely powerful, pretty much a no-counter shutdown of a large area of the board. I'd change it to a pinning test.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in gb
Regular Dakkanaut




Thanks for the feedback. Will definitely take a second crack at it at soon. Admittedly, it was a spur of the moment thing, and so lots of the rules and ideas are pretty messily put together.
   
 
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