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![[Post New]](/s/i/i.gif) 2015/11/09 14:49:33
Subject: Ork Drop pods!
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Regular Dakkanaut
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I don't play Orks, but I'd like to see a drop pod of some sorts. You put a squad of 20ish boys in it and when it lands you roll on a table to see what happens. 2d6
2: where did it go? It is totally off course and is lost forever.
3: ker smash! The pod lands but the thruster failed place a large blast template down all models underneath it suffer a str 8 ap 3 hit.
4-6: that was a rough landing the pod lands and the unit suffers 1d6 str 8 ap 3 hits.
7-10: it worked! Pod lands as normal
11-12: KaBOOM!: something orkish has happened: place the 10inch blast template down units suffer a str 9 ap 2 hit.
I'm totally open to suggestions but i think this would be a fun thing for the Orks to have and would bring back some of the randomness to the orks
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![[Post New]](/s/i/i.gif) 2015/11/09 14:58:18
Subject: Ork Drop pods!
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Sister Vastly Superior
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The problem with this is that it is too random and there is too high of a chance that the ork unit will arrive damaged. Not having the guidance systems to always land roughly on target and not being able to assault immediately are enough of a handicap for the ork pods without adding in more tables of doom.
Also, orks and chaos space marines are the two armies that roll on enough random tables. We already roll random strength, random AP, or random number of shots on some of our guns, along with lots of random checks for our leadership, We really don't need another random table.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/11/09 14:58:28
Subject: Ork Drop pods!
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Focused Dark Angels Land Raider Pilot
The grim darkness of far Fenland
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With the high chance of failure, and the high S and low AP damage caused with large blast markers, I'd be tempted to use it as a weapon rather than a deployment tool.
Just fire a few empty drop pods into enemy lines!
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![[Post New]](/s/i/i.gif) 2015/11/09 15:02:31
Subject: Ork Drop pods!
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Sister Vastly Superior
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Whittlesey40k wrote:With the high chance of failure, and the high S and low AP damage caused with large blast markers, I'd be tempted to use it as a weapon rather than a deployment tool.
Just fire a few empty drop pods into enemy lines!
With 4-10 and 2 causing no damage, it really is too unreliable even for this role.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/11/09 15:02:55
Subject: Ork Drop pods!
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Willing Inquisitorial Excruciator
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UrsoerTheSquid wrote:I don't play Orks, but I'd like to see a drop pod of some sorts. You put a squad of 20ish boys in it and when it lands you roll on a table to see what happens. 2d6
2: where did it go? It is totally off course and is lost forever.
3: ker smash! The pod lands but the thruster failed place a large blast template down all models underneath it suffer a str 8 ap 3 hit.
4-6: that was a rough landing the pod lands and the unit suffers 1d6 str 8 ap 3 hits.
7-10: it worked! Pod lands as normal
11-12: KaBOOM!: something orkish has happened: place the 10inch blast template down units suffer a str 9 ap 2 hit.
I'm totally open to suggestions but i think this would be a fun thing for the Orks to have and would bring back some of the randomness to the orks
You actually like random tables that hurt your own units? That latest Ork 'dex must be right up your alley! If you want a random table to represent the ramshackle nature of Orky taktiks and contrapshuns, that's cool. But part of the problem with 40K is random tables and uncounterable events.
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![[Post New]](/s/i/i.gif) 2015/11/09 15:06:50
Subject: Re:Ork Drop pods!
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Dakka Veteran
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Orks use Roks (basically hollowed out asteroids) as Drop Pods, which is basically what you're talking about. http://wh40k.lexicanum.com/wiki/Rok
There were rules in one of the Apocalypse editions for using Ork Roks in an orbital bombardment, but as far as I'm aware GW has never published rules for actual drop pod Roks, despite mentioning that Orks use them for transport purposes. (Well OK, they also use them as gun platforms, kamikaze attacks, rocks with jets strapped to them, and well... just about anything else they can think of that does or doesn't make sense).
It'd be nice if they were included at some point in the game. I like the idea that the Rok smashes into the ground AND is also a transport. I'd make the rule such that it strikes with a Strength 10 AP2 Large Blast Barrage wherever it lands. If it mishaps on enemy troops that are still alive, you'd need a rule to either move Rok out of the way, move the troops out of the way, or mishap the Rok.
Then after it lands you could have your Ork random chart for what happens. I'd probably simplify it to a D6.
1) Unstable Rok. The Rok immediately explodes, causing a S8 AP3 Large blast where it lands. All occupants on the Rok take a S8 AP3 hit before disembarking.
2) Shaky Landing. The Orks disembarking take D6 S4 AP- hits and must make a Pinning check.
3 - 5) Normal Landing.
6) Perfect Timing ladz! The Ork Rok makes a perfectly angled decent, guns screaming as it plunges to the surface and Orks raging out of all its openings. Any Guns on the Rok may immediately fire with the Ignores Cover rule. The guns may fire again normally in the Ork Shooting phase. Any Orks disembarking the Rok may Assault this turn.
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![[Post New]](/s/i/i.gif) 2015/11/09 18:37:53
Subject: Ork Drop pods!
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Krazed Killa Kan
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I came up with this concept a few weeks ago for having an Ork Rok. Considering in the fluff that Roks are really big when compared to a drop pod I figured it should be a Lord of War and have a massive impact on the battlefield when it hits (giant dust/smoke clouds). The points cost is really just a shot in the dark.
Ork Rok - Lord of War 500 Points
BS:2 AV:14/14/14 HP:15 Vehicle: (Open-Topped, Super Heavy, Transport)
Wargear: 10 Hard Points (90 degree firing arc around the rok)
Each of the following takes up 1 Hard Point
Rokkit: 5 points each
Big Shoota: 3 points each
Burna: 10 points each
Special Rules
Transport Capacity: 80
Immobilized
Orknamic Entry: The Rok must arrive by Deep Strike, Deep Strike must always scatter (on hit use the arrow) 3 times at D6 inches. This cannot be modified by other rules. The turn that the Rok is placed on the board it counts as night fighting until the following turn and all models within 12" of the Rok and the Rok itself have the shrouded special rule until the start of the Ork player's next turn. All units that arrived inside the Rok and the Rok itself can only snap fire the turn the Rok arrives.
Can't Stop da Rok: (Counts as having Inertial Guidance System)
Wut is dis? A Rok for Grots?: All units inside the Rok can only snap fire when firing from inside the Rok.
Its made of roks ya git: Melta and Armorbane only adds D3 to the armor penetration roll instead of D6.
Even an Ork can hit dat: All shooting attacks made against the Rok have +1 BS including snap shots.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/11/09 18:44:16
Subject: Ork Drop pods!
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Sister Vastly Superior
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Vankraken wrote:I came up with this concept a few weeks ago for having an Ork Rok. Considering in the fluff that Roks are really big when compared to a drop pod I figured it should be a Lord of War and have a massive impact on the battlefield when it hits (giant dust/smoke clouds). The points cost is really just a shot in the dark.
Ork Rok - Lord of War 500 Points
BS:2 AV:14/14/14 HP:15 Vehicle: (Open-Topped, Super Heavy, Transport)
Wargear: 10 Hard Points (90 degree firing arc around the rok)
Each of the following takes up 1 Hard Point
Rokkit: 5 points each
Big Shoota: 3 points each
Burna: 10 points each
Special Rules
Transport Capacity: 80
Immobilized
Orknamic Entry: The Rok must arrive by Deep Strike, Deep Strike must always scatter (on hit use the arrow) 3 times at D6 inches. This cannot be modified by other rules. The turn that the Rok is placed on the board it counts as night fighting until the following turn and all models within 12" of the Rok and the Rok itself have the shrouded special rule until the start of the Ork player's next turn. All units that arrived inside the Rok and the Rok itself can only snap fire the turn the Rok arrives.
Can't Stop da Rok: (Counts as having Inertial Guidance System)
Wut is dis? A Rok for Grots?: All units inside the Rok can only snap fire when firing from inside the Rok.
Its made of roks ya git: Melta and Armorbane only adds D3 to the armor penetration roll instead of D6.
Even an Ork can hit dat: All shooting attacks made against the Rok have +1 BS including snap shots.
Considering that it is immobilised, burnas should be much cheaper. They won't be in range for very long, unless your opponent has the weirdest strategy of placing models in directly in front of your turret. Also big shootas are too good for 3 points, the codex price of 5 is about right.
Maybe include upgrades for heavier weapons at the cost of transport capacity?
I have no clue about the points cost, but this looks great. Good job. Have a cookie.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2015/11/09 18:49:19
Subject: Ork Drop pods!
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Longtime Dakkanaut
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Vankraken wrote:I came up with this concept a few weeks ago for having an Ork Rok. Considering in the fluff that Roks are really big when compared to a drop pod I figured it should be a Lord of War and have a massive impact on the battlefield when it hits (giant dust/smoke clouds). The points cost is really just a shot in the dark.
Ork Rok - Lord of War 500 Points
BS:2 AV:14/14/14 HP:15 Vehicle: (Open-Topped, Super Heavy, Transport)
Wargear: 10 Hard Points (90 degree firing arc around the rok)
Each of the following takes up 1 Hard Point
Rokkit: 5 points each
Big Shoota: 3 points each
Burna: 10 points each
Special Rules
Transport Capacity: 80
Immobilized
Orknamic Entry: The Rok must arrive by Deep Strike, Deep Strike must always scatter (on hit use the arrow) 3 times at D6 inches. This cannot be modified by other rules. The turn that the Rok is placed on the board it counts as night fighting until the following turn and all models within 12" of the Rok and the Rok itself have the shrouded special rule until the start of the Ork player's next turn. All units that arrived inside the Rok and the Rok itself can only snap fire the turn the Rok arrives.
Can't Stop da Rok: (Counts as having Inertial Guidance System)
Wut is dis? A Rok for Grots?: All units inside the Rok can only snap fire when firing from inside the Rok.
Its made of roks ya git: Melta and Armorbane only adds D3 to the armor penetration roll instead of D6.
Even an Ork can hit dat: All shooting attacks made against the Rok have +1 BS including snap shots.
I would add a rule that damages units that it lands on, and they have to move out of the way in a random direction from where they were 6" from the rok, if they cannot move out of the way and they are non vehicles they are dead. If they vehicles you do opposed ramming checks counting the Rok as AV16 until either the rok or the vehicle(S) are dead-then you place the Rok.
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![[Post New]](/s/i/i.gif) 2015/11/09 19:32:25
Subject: Ork Drop pods!
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Krazed Killa Kan
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the Signless wrote:Considering that it is immobilised, burnas should be much cheaper. They won't be in range for very long, unless your opponent has the weirdest strategy of placing models in directly in front of your turret. Also big shootas are too good for 3 points, the codex price of 5 is about right.
Maybe include upgrades for heavier weapons at the cost of transport capacity?
I have no clue about the points cost, but this looks great. Good job. Have a cookie.
The thing is big shootas vs rokkit is basically just take rokkits while big shootas just need to be cheaper to account for how lackluster they are (considering its an Ork shooting it, its getting only 1 str 5 AP 5 hit). I was debating having mek guns or some vehicle weapony mounted on it but I figured it would be better to keep it simple and not overload it with options. Same for the Burna cost. I didn't want it to become some potentially cheesy burna bomb when it can already be loaded up with burna boyz.
blaktoof wrote:
I would add a rule that damages units that it lands on, and they have to move out of the way in a random direction from where they were 6" from the rok, if they cannot move out of the way and they are non vehicles they are dead. If they vehicles you do opposed ramming checks counting the Rok as AV16 until either the rok or the vehicle(S) are dead-then you place the Rok.
I could see forcing models under its landing spot to move out of the way but I didn't want to over complicate its rules by creating too many exceptions to the rule and making weird rules interactions. Would be easier to work around already existing game systems instead of creating odd situations where it crushes a LoW that just cause an RNG win.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/11/10 03:02:23
Subject: Ork Drop pods!
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Lethal Lhamean
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I like it! Very orkish!
Orks are still my favorite army in the game. They have such a .... Zen way of things.
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![[Post New]](/s/i/i.gif) 2015/11/10 03:14:26
Subject: Ork Drop pods!
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The Last Chancer Who Survived
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This should be in Proposed Rules...
I like the idea of an Ork Drop Pod, but perhaps make it a little less than suicidal
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![[Post New]](/s/i/i.gif) 2015/11/10 05:18:55
Subject: Ork Drop pods!
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Longtime Dakkanaut
St. George, UT
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I like the giant Ork Rok idea as a large citadel class fortification. It would be a pretty cool idea to have it auto deepstike on turn two anywhere and have it damage whatever it lands on or around.
As for smaller drop pods, as in single unit transports, I really dont think orks would use them. As per the fluff Ork Teliporter technology is some of the best the universe has to offer, in portability, stability, and even accuracy. Most ork units could reliably teliport from their space born Roks to planet side with a fair degree of safety. They also are known for using larger landing craft for transporting their various forms of vehicles.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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