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Posted: Mon Sep 01, 2008 12:55 pm
If a Mek wants to get killier and stompier you give him a nice suit of Mega Armour and Cybork Body. cool
And of course an Attack Squig.
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Posted: Mon Sep 01, 2008 1:11 pm
True.
Ok, my ideas shall change. He'll be good, and I'm going to need some more characters to use.
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Posted: Mon Sep 01, 2008 2:20 pm
Caleidah That'd work. My thought was that the Mek had figured out that he needed an " 'arder case ta smash dem hoomies." Alright. My other thought on it is possibly something akin to the Throne of Judgment, or maybe even like the Adamantium Giant from Codex: Adeptus Mechanicus.Well, on that note, you could have a big Dred with a Big Mek riding on top of it, howdah style. Heck, if you want to modeling challenge, play up that angle and give him a pith helmet and a monocle. Speaking of rules development though, how's this Apoc Formation sound to folks? I'm wondering if it's costed appropriately. Wazdakka's Wild Ridaz: 150 points + models For Wazzdakka, 0-2 Squads of Nobs on warbikes and 2+ squads of Warbikerz. Veteran Ridaz: Only the very best can keep up with Wazzdakka. All models in the formation have the Skilled Rider USR. Followerz: The Ridaz sole purpose is to follow Wazzdakka. If they get stuck in, they might get left behind. On any turn that Wazzdakka is not in combat, the rest of the formation benefits from the Hit and Run USR. White Knucklez: The Wild Ridaz have death grips on their handlebars and weapons as they speed after their leader. Any model in the formation may turbo boost and still fire a weapon. In addition, when Turboboosting models may fire all weapons they possess. Spikez 'n Chainz: Wazzdakka and his personal crew have gotten so obsessed with racing at high speed though all sorts of terrain that that their bikes have been modified with spiked tires and lashing chains to allow them to race up even vertical cliff faces and walls. All models in the formation may move vertically though ruins despite their 'Bike' type, and treat impassable rock formations and cliffs as difficult. They may also assault models standing on the roof of an intact building. Making any of these moves requires a Dangerous Terrain test.
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Posted: Mon Sep 01, 2008 2:35 pm
Nice ideas, though the last two are a bit over the top if you ask me.
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Posted: Mon Sep 01, 2008 2:35 pm
I very much like that combo there. Perfectly fits the rules behind a Kult of Speed. I take it that the necessary units include Wazdakka?
And I love your idea on the Mek riding on the Deffdread, though it'll be a special Dred...kitted out to look like an elephant...
Da Iron Squig
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Posted: Mon Sep 01, 2008 3:31 pm
Caleidah I very much like that combo there. Perfectly fits the rules behind a Kult of Speed. I take it that the necessary units include Wazdakka?
And I love your idea on the Mek riding on the Deffdread, though it'll be a special Dred...kitted out to look like an elephant...
Da Iron SquigWell, like it says, the necessary units are Wazzdakka and two squads of bikers. Up to two squads of Nob Bikers may be included, and any additional number of ordinary bikers. And yeah, I can't claim full credit for the idea though. I've seen howdah's on Squiggoths and looted Carnifexes before, I just applied the idea to your problem on a Big Mek Dred. Lt. Brookman Nice ideas, though the last two are a bit over the top if you ask me. Eh, White Knucklez doesn't really provide much effect for normal bikers; all they have is a slugga and the TL-dakkagun on the bike. (I suppose you could read that they have two dakkagunz by RAW, but that's silly) The real bonus is for Wazzdakka, since he has a ton of gunz, and firing them all at once used to be one of his abilities. Plus they still can't assault after TB'ing. Spikez and Chainz was actually the idea that got me started on this sheet, because I'm building an all-bike force, which means I have no troops to claim objectives in ruins. Originally the idea was just to provide a way to get up floors in ruins, but the idea grew a bit; after all, if one can ride up the side of a ruin, one can ride up a cliff face or building wall as well.
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Posted: Mon Sep 01, 2008 3:35 pm
Maybe that would change to a "Harpoon Launcha" item upgrade for the Nob of a unit. Roll a d6 when trying to scale a wall. On a 2+ they're able to climb (using lines attached to the harpoon).
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Posted: Mon Sep 01, 2008 5:03 pm
Personally i would take out the last two..a bit over the top if you ask me.But other than that its pretty much full of win.
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Posted: Mon Sep 01, 2008 5:42 pm
Sanguine Syn Personally i would take out the last two..a bit over the top if you ask me.But other than that its pretty much full of win. White Knucklez, I suppose is a bit over the top. I could drop it to merely being able to fire all weapons at once, leaving out the turboboosting shooting. The idea was to bring Wazzdakka and his crew in line with his rules from the previous codex. Spikes and Chainz I refuse to budge on though, it's the genesis of the whole sheet, and how can you not like the imagery of a crazed Ork biker pulling a Ghost Rider up the side of a building? As far as tempering the sheet, I have a few alternates in mind. 1) Scrap Veteran Ridaz and White Knucklez. Use 'Scrabblaz' instead. Scrabblaz: Ridaz who have been in the saddle long enough know the value of a good assistant. To this end, they have appropriated grot loaderz and fixaz to help fire gunz and provide mobile counterweight to balance the bikes in tricky maneuvers. Wazzdakka and all Nobs in the formation benefit from the Skilled Rider USR, and count as having an additional rider on the bike. These riders do not have a separate statline or affect the statline of the bikes. Doing this would mean that while using Spikez and Chainz would be relatively safe for the skarboyz, the rank and file Ridaz wouldn't be able to zip up buildings with impunity. 2)Change White Knucklez to a Morale effect; if a mob fails a Morale test, they do not Fall Back. Instead, they must immediately move 12+d6 inches straight forward in whatever direction they are facing. This may put them out of coherency and trigger Dangerous terrain checks. 3) I'd be willing to drop the 'assault units on the roofs of intact buildings' part of Spikez 'n Chainz, but not the whole rule.
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Posted: Tue Sep 02, 2008 7:16 am
How can a unit face any direction in 40K when they don't face (unless it's a vehicle) any directions per se? o 3o;;;
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Posted: Tue Sep 02, 2008 7:46 am
It could be based on a scatter die. ANy that charge through enemy units maybe make an initiative test. Biker wins, enemy dies. Enemy wins, biker dies.
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Posted: Tue Sep 02, 2008 11:44 am
It seems a bit overpowered though, killing a whole unit just like that. ._.
It's even too powerful in Apocalypse! :'D
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Posted: Tue Sep 02, 2008 9:01 pm
Shinobi_8745 It seems a bit overpowered though, killing a whole unit just like that. ._. It's even too powerful in Apocalypse! :'D
I meant to have it on a model by model basis. Or maybe its resolved like a "Death or Glory!" that is instead based on toughness?
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Posted: Tue Sep 02, 2008 11:40 pm
Still it's way too BS.
Concidering that the only thing in the game that can kill units outright is weapons with strength D, and that's really devastating.
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Posted: Wed Sep 03, 2008 12:12 am
Shinobi_8745 How can a unit face any direction in 40K when they don't face (unless it's a vehicle) any directions per se? o 3o;;; Units don't have a facing in 40k, but you can't argue that individual models don't have a facing; you check LOS from the eyes of the model. You just happen to get a free spin while moving or before shooting. I suppose I should have been more specific in that each individual biker goes haring off on his own if a morale check is failed, which can force them out of coherency, and make them spend precious turns regrouping.
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