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![[Post New]](/s/i/i.gif) 2015/07/07 18:58:20
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Ancient Ultramarine Venerable Dreadnought
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So, here I made my own rules for a stronghold I built. Comments and Suggestions are appreciated.
Point Value: 200
ARMOUR VALES
F12 S12 R12 HP 4
MEDIUM BUILDING
TRANSPORT CAPACITY 20 MODELS
ARMAMENTS: Killkannon, 5 big shootas
Notes: Disembarking is jumping off the building (it's only 4 feet high), and embarking is climbing up the building. If I need a special rule for this kind of embarking\disembarking, let me know.
It has 5 raised platforms which Lootas and Mek can shoot from, main platform can have 15 other orks shooting from it.
*The lootas, mek and the 15 other orks on the main platform are the transport capacity*
SPECIAL RULES
Repair Krew: When a hull point (or two) is lost, grots swarm out of the building to repair the damage. On a 5+, one hull point is regained. On a 6, two hull points are regained.
Cool Fortress of Gork (or possibly Mork): Because the fortress is so menacing to the enemies of the Orks (or so they beleive), any unit within 6" of the stronghold are fearless.
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This message was edited 3 times. Last update was at 2015/07/07 20:16:36
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/07/07 19:30:08
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Krazed Killa Kan
Homestead, FL
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change the repair to on a 5+1 HP is regained and on a 6+ 2 HP's are regained. 3 is just ridiculous....were not eldar dude
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/07/07 20:00:23
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Ancient Ultramarine Venerable Dreadnought
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![[Post New]](/s/i/i.gif) 2015/07/07 20:01:30
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Building should be able to allow the Orks to 'disembark' and charge on the same turn as well as be able to charge after an emegency disembark when the building explodes just like an assault vehicle. I agree that the repairs is a bit too much. Many Ork units go up to 30 and yet we don't have any vehicles or buildings to support this number unless we make one. Consider a bigger fortress..
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![[Post New]](/s/i/i.gif) 2015/07/07 20:03:29
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Ancient Ultramarine Venerable Dreadnought
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ProwlerPC wrote:Building should be able to allow the Orks to 'disembark' and charge on the same turn as well as be able to charge after an emegency disembark when the building explodes just like an assault vehicle. I agree that the repairs is a bit too much. Many Ork units go up to 30 and yet we don't have any vehicles or buildings to support this number unless we make one. Consider a bigger fortress..
I was able to fit 15 minis on the main platform without crowding. Plus 5 on the raised platforms.
But! I will also include disembarking in my rules.
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INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/07/07 20:09:29
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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To model the idea consider using the dropdown boarding planks found on Ork transports. These 'ramps' allow for a quick disembark and charge on the same turn.
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This message was edited 1 time. Last update was at 2015/07/07 20:10:07
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![[Post New]](/s/i/i.gif) 2015/07/07 20:15:49
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Ancient Ultramarine Venerable Dreadnought
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ProwlerPC wrote:To model the idea consider using the dropdown boarding planks found on Ork transports. These 'ramps' allow for a quick disembark and charge on the same turn.
I'll make some planks then. Automatically Appended Next Post: Just got the planks on.
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This message was edited 1 time. Last update was at 2015/07/07 20:34:14
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/07/08 14:06:30
Subject: Ork Stronghold Rules made by KaptinBadrukk.
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Maybe a evvey planks upgradez, when dropped one under it is forced to retreet out its path and takes a hit they can save vs armour. Not too strong but prevents someone blocking it with blobs.
Foot troops only mind, not tanks, or tank equivalent beasts.
Replicates what a great big lump of dropping steel does.
On condition its is dropped for entire turn, only can be raised in next assault if no ork or attacker on it.
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Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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