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![[Post New]](/s/i/i.gif) 2016/05/14 11:11:47
Subject: Ork Loota Rool - Revised
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Crushing Black Templar Crusader Pilot
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Hey guys,
I was playing a 2v2 with some friends and my mate who plays Orks used a Predator as a looted vehicle (gotta love House Rules  ) with BS 3 and all three Lascanons as Deffguns (with the Twin-Linked Lascannon becoming a Twin-Linked Deffgun).
This got me thinking about my previous thread on this particular rule and how to refine it. So here's the preliminary rule.
Da Loota Rool
Whenever a Ork unit that contains models of type Infantry (or any variation thereof) approaches vehicle that has been wrecked but not suffered an Explodes! result (or any variation thereof), they may attempt to loot it.
A D6 may be rolled, and on a roll of 5+, the vehicle is now considered active and part of the corresponding Ork army/detachment with the following properties:
-- The vehicle retains all of its original characteristics with the exception of Ballistic Skill, which is set to 3 (to represent being crewed by Gretchin).
-- The vehicle is treated as having two Hull Points remaining.
-- The vehicle is treated as being Open-Topped.
The following restrictions apply:
-- Only one weapon of the controlling player's choice can be brought to functionality.
-- -- This choice can include weapons that suffered a Weapon Destroyed result before the vehicle was wrecked.
For example: A Vindicator suffers a Weapon Destroyed result and its Demolisher Cannon is destroyed. It is later wrecked and then successfully looted by the Ork player. The Ork player may then choose the Demolisher Cannon to be the functional weapon despite it being destroyed by the Weapon Destroyed result.
-- In the same turn the vehicle is looted, it may only proceed with the Shooting Phase as usual.
-- The Transport Capacity (if any) is now considered to be 6 models. (e.g. if a Land Raider is looted, it is treated as having a transport capacity of 6 rather than 10)
-- Voluntary movement after the turn the vehicle is Looted is restricted to a maximum 6" during the Movement Phase. No other voluntary movements can be made.
On a Roll of 1: The vehicle suffers and Explodes! result [See Vehicle Damage Table]
My only problem with the above rule is create equivalence between certain weapons. For example, I'm fine with Deffguns replacing Lascannons on looted vehicles, but I'm unsure of what should replace what outside this specific example, and as a result am looking for suggestions from the community.
Cheers guys
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This message was edited 3 times. Last update was at 2016/05/15 00:23:56
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![[Post New]](/s/i/i.gif) 2016/05/14 16:13:46
Subject: Ork Loota Rool - Revised
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Lord of the Fleet
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Seems way over the top. A wrecked vehicle may be just a burning shell with no way of repairing it, it doesn't have to exploded to be unusable. The "D6 roll of 1 causes an explosion" is barely a downside at all, as it's only a D3" blast that wounds your Orks on 6's, doesn't balance the fact that suddenly you have a fully functioning Land Raider appearing out of the blue (yes with only 2HP but albeit all weapons and systems working.
If you really want to implement it I would say you can only fire a single weapon. No movement, nothing else, your Boyz swarm over it and are able to fire a weapon once more, and keeping the "D6 roll causes an explosion" thing exactly the same as a regular vehicle explosion.
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![[Post New]](/s/i/i.gif) 2016/05/15 00:04:59
Subject: Ork Loota Rool - Revised
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Crushing Black Templar Crusader Pilot
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Valkyrie wrote:Seems way over the top. A wrecked vehicle may be just a burning shell with no way of repairing it, it doesn't have to exploded to be unusable. The " D6 roll of 1 causes an explosion" is barely a downside at all, as it's only a D3" blast that wounds your Orks on 6's, doesn't balance the fact that suddenly you have a fully functioning Land Raider appearing out of the blue (yes with only 2HP but albeit all weapons and systems working.
If you really want to implement it I would say you can only fire a single weapon. No movement, nothing else, your Boyz swarm over it and are able to fire a weapon once more, and keeping the " D6 roll causes an explosion" thing exactly the same as a regular vehicle explosion.
Made a couple of edits to fix the Explodes! thing and make a couple of other minor changes based on what you said.
As for no movement ever, I though that ruined the spirit of the rule a bit. Also, because the Orks are inherently psykic and can making this vehicle work, maybe they can get it to move. I would be down with restricting their movement to just 6" in the movement phase with no further voluntary movement allowed.
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![[Post New]](/s/i/i.gif) 2016/05/15 00:16:34
Subject: Ork Loota Rool - Revised
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Mutilatin' Mad Dok
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Restricted movement would be okay. Maybe make it open topped as well to represent the orks tearing it open to get it- makes it easier to explode whole also being an assault platform.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/05/15 00:31:04
Subject: Ork Loota Rool - Revised
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Crushing Black Templar Crusader Pilot
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Vitali Advenil wrote:Restricted movement would be okay. Maybe make it open topped as well to represent the orks tearing it open to get it- makes it easier to explode whole also being an assault platform.
Added the two points in. Should it be made into an Assault Vehicle as well (assuming it has a transport capacity)? Or would that be a bit too much to add?
As For Weapons:
What do people think about equivalent weaponry?
For example, here's what I have in mind so far:
-- Lascannons become Deffguns.
-- (Heavy) Bolters become (Heavy) Stubbers.
-- Demolisher Cannons remain the same since, AFAIK, there's no equivalent.
NB: All Special Rules (e.g. Twin-Linked) carry over.
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This message was edited 2 times. Last update was at 2016/05/15 00:32:15
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![[Post New]](/s/i/i.gif) 2016/05/15 13:39:44
Subject: Ork Loota Rool - Revised
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Hooded Inquisitorial Interrogator
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IllumiNini wrote:Should it be made into an Assault Vehicle as well (assuming it has a transport capacity)? Or would that be a bit too much to add?
Doesn't being Open Topped already do this?
For weapon equivalence what about just having them Gets Hot, if it already has that rule then it Gets Hot on a 1 or 2 instead?
I generally like the idea, but it seems like it can happen a bit too suddenly, perhaps it should be more unreliable, for example, some test has to be taken before each action (move or shoot), if you don't move then this increases your chances of being able to shoot? I like the idea of a wrecked vehicle lurching around and firing off sporadically with a bunch of rampaging gretchin inside.
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![[Post New]](/s/i/i.gif) 2016/05/16 03:47:42
Subject: Ork Loota Rool - Revised
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Longtime Dakkanaut
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What happens to the unit that looted it? Where do these orks that are now piloting the vehicle come from? Did they magically appear? I would opt to make the vehicle BS2 if its orks who loot it. No proper Ork would let grots have the all the fun of manning something as fun to shoot as a demolisher cannon.
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![[Post New]](/s/i/i.gif) 2016/05/16 09:40:28
Subject: Ork Loota Rool - Revised
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Foxy Wildborne
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How about, roll 2D6. Add +1 per Mekboy and +2 per Big Mek in the looting unit. If the roll is equal or over the wreck's highest armour value, the wreck becomes a weapon emplacement (or however they're called these days - the turrets that come with the Aegis and such). So an ork model in base contact may fire one of its non-ordnance weapons once per turn.
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This message was edited 2 times. Last update was at 2016/05/16 09:41:43
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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