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A few friends and I are interested in reconstructing some of the great battles from the War of the Beast and as such I'm looking to create a ruleset for the eponymous villain himself.
I'm aware he's extremely powerful and that rules can't reflect fluff, but please bear in mind he is essentially the Ork's version of the Emperor. This is a time of legends and I wanted the rules to reflect this. Nonetheless, I am also aware that he's most definitely overtuned but I'd love to get some balancing feedback nonetheless
The Great Beast:
M:5 WS:2+ BS:3+ S:7 T7: W:12 A:7 LD:10 Sv:2+
The Great Beast is a single model armed with the Fists of Gork and Mork and Stikkbombs. Only one of this model can be included in your army
Abilities:
‘Ere We Go’, Mob Rule, Dakka! Dakka!, Breakin’ Heads, Effigy (See Stompa)
Ullanor Pattern Megaplate: The Great Beasts armour is an immense and ancient horned plate, wreathed in psychic fire and pulsing with the unrestrained Waaagh! energy The Great Beast has a 3+ invulnerable save. In addition, at the end of each of the controlling players turns The Great Beast immediately recovers D3 wounds as the potent force of the Waaagh heals his injuries (this cannot take him above his starting wounds value).
Conduit of the Great Waaagh!: Friendly ORK units within 12” of The Great Beast at the start of the Charge Phase can charge even if they advanced this turn. In addition, you can re-roll all failed rolls to wound and re-roll hit rolls of a 1 for friendly ORK units within 12” of The Great Beast
‘The Beast of Beasts’: The Great Beast must be the armies Warlord and generates 2 additional Command Points if your army is Battle-Forged.
Psyker:
The Great Beast can attempt to manifest 3 psychic powers in each friendly Psychic Phase and attempt to deny one psychic power in the enemy Psychic Phase. It knows the Waaagh! Blast and 2 psychic powers from the Power of the Waaagh! discipline.
Waaagh! Blast: The Great Beast gathers the raging maelstrom of Waaagh! energy that infuses its body and focuses it into a flaming bolt of pure aggression. Throwing out a flame-wreathed fist, the Beast blasts its foe to smouldering ash. Warp Charge Value: 8, If manifested select a point up to 18” from the psyker. Draw a line from the psyker to the target, any model friend or foe along that line must immediately pass a Toughness test or be slain (characters may Look Out Sir).
Faction Keywords: ORK, GOFF
Keywords: CHARACTER, MONSTER, MEGA ARMOUR, WARBOSS, PRIME-ORK, PSYKER, THE GREAT BEAST
Yeah, it seems pretty tame and its not crazy compared to Guilliman given that he doesn't give the same level of rerolls like Primarchs do or have character protection from shooting. I would give him at least 7" movement given that he's so tall that he would be pretty fast given the strides he would be taking. Also, IRRC he had pretty big guns strapped to him, basically battle-cannon level weaponry. Since he has BS3+ it seems like a bit of a waste to just give him stikkbomms (even Ghazzy has a twin-big shoota!). Probably just give him 2 killkannons, one for each arm?
Of course you can adjust the points cost accordingly if you make these changes. Other than that, seems fluffy and fun to play against!
Warp Charge Value: 8, If manifested select a point up to 18” from the psyker. Draw a line from the psyker to the target, any model friend or foe along that line must immediately pass a Toughness test or be slain (characters may Look Out Sir).
Needs rewording, no such thing as a Toughness test or Look Out Sir anymore.
This message was edited 1 time. Last update was at 2019/04/05 00:02:55
I think you could get away with him being a bit more powerful and having a few extra rules, he's supposed to be at least Primarch level badass but at the moment he's a bit like a uparmoured dread with some psychics and a very nice aura.
What are you making him out of? this will determine how many wounds he should have, as you have gone with 12 I'll assume he is going to be a bigger than dreadnought - smaller than morkanought size.
This means he can be targeted as the character rule doesn't protect him if he has 10 or more wounds.
With his current profile he isn't survivable enough and will die very fast if the enemy wants him too, there are a few options here:
Give him more wounds - I think you could likely get away with 14-16 depending on the model size.
My favourite would be dropping his invulnerable save to a 4+ and giving him the ability to halve all damage he takes.
Give him an ability that means all attacks suffer a -1 penalty on the to wound roll (a 6+ always wounds) which makes him better against all attacks.
A degrading profile is needed if you have 10 or more wounds but I think you're punishing him here a bit by knocking down both of his attacking stats. He needs more movement as he is big so start that at 8" and reduce it to 6" then 4" as he gets hit. Keep him at 2+ WS and just reduce his attacks as he gets wounded. Most units reduce three stats so maybe do something cool with the last one like making his weapons worse or reducing his armour save or psykic power.
The aura needs a little rewording - at the minute it read as re-rolling all failed wound rolls plus all hit rolls of 1. I think you mean re-roll all to-hit and wound rolls of 1. Re-rolling all failed wound rolls within 12" would be insane.
Make the fists D3+3 damage? more reliable and would then work with a degrading profile (D3+3 / D3+2 / D3+1)?
Give him a proper ranged weapon, if you want stikk bombs then make them suppa-massive-blasty-stikkbombs (Grenade 2D6, 14", S6, AP-2, D3)
The Waaagh Blast shouldn't be a save or die effect, they don't really work in 8th that's what mortal wounds are for. Perhaps each enemy unit with a model under the line takes D3 mortal wounds or D6 if that unit has 3 or more models under the line.
Just my two pence, hope you find some of it useful :-)
This message was edited 1 time. Last update was at 2019/04/05 09:28:49
The Great Beast is a single model, armed with The Fist Of Mork, The Fist Of Gork, Mighty Fists, and Mega Stikkboms. Only one of this model may be included in your army.
The Fist Of Mork Range.....Melee Type........Melee S..............X2 AP............-5 D..............4d3 Abilities....Anyone who is hit by The Fist Of Mork suffers a -1 to-hit until the start of the Great Beast's controlling player's next Combat Phase.
The Fist Of Gork Range.....Melee Type........Melee S..............+2 AP............-3 D..............3 Abilities....Make three hit rolls for every attack made with this weapon.
Options -May replace The Fist Of Mork and/or The Fist Of Gork with a Beastly Kannon or Cataclysmic Flame Spewer.
Abilities ‘Ere We Go’, Mob Rule, Dakka! Dakka!, Breakin’ Heads, Effigy (See Stompa)
Ulanor Pattern Megaplate-The Great Beast has a 4+ Invulnerable save, and reduces all damage taken by 1, to a minimum of 1.
Conduit Of The Great WAAAAAGH!-Friendly ORK units within 12" of The Great Beast at the start of the charge phase may charge even if they advanced. In addition, friendly ORK units within 12" may reroll hit and wound rolls of 1. Finally, add the indicated bonus on the table to all Psychic tests made by The Great Beast, and add the second bonus to all Deny attempts.
Primork-If The Great Beast is included in your army, he must be your Warlord. He has the following Warlord trait:
Da Most Kunnin' And Da Most Brutal-While The Great Beast is on the battlefield, roll a d6 for each command spent by you or your opponent. On a 5+, regain a command point. In addition, you start the battle with two extra command points. Finally, The Great Beast may reroll all wound rolls against MONSTERS or VEHICLES, and may reroll all hit and wound rolls against any TITANIC units.
Psyker The Great Beast knows all the powers of the WAAAAAGH! Discipline. He may attempt to cast three psychic powers in your psychic phase, and attempt to deny two psychic powers in your enemy's psychic phase.
Faction Keywords Ork, <KULTUR>
Keywords Character, Psyker, Monster, Titanic Mega Armour, Warboss, Primork, The Great Beast
A few notes:
1) No clue how to cost this monster. 2) Gave options for punchy and shooty-but even when he's shooty, he still has 6-10 attacks at S12-S14, at AP-3 and 3 Damage each. 3) I gave him Kultur. Which does mean he can gain Kultur bonuses. Makes sense, to me-while he's the number one in the WAAAAGH! he'd still be influenced by the local WAAAAGH! energies about him.
Edit: Changed the Plate to -1 Damage, instead of half. With 36 wounds... Yeah.
This message was edited 4 times. Last update was at 2019/04/06 22:43:14
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