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Cirrus the Blue
20-12-2007, 04:45
So, with the up and coming release of the new Ork figures and official PDF release of the old GorkaMorka rulebooks, I know that several of us here on Warseer are quite excited and already planning on starting up GorkaMorka campaigns in our respective areas. I want to know everyone's ideas for expanding the game past simply just fighting over hunks of scrap in the middle of da Skid.

I was thinking of adding a few side games into the campaign I'm planning such as drag races and digging up the old rules for the Bar Room Brawl and tweaking the rules a little bit along with the stats to match your particular mob's boyz or something similar.

Anyone have any ideas for rules and such as how to work those out and expand further into the vast denizens of Mektown in other such ideas of daily Orkish mayhem?

- Cirrus

Pleccy
20-12-2007, 07:30
we were planning on using the 40k combat rules and the rules for driving as per the gorka morka book. dump the yoofs and try and fit some of the new orks units into the game. I like the idea of basing it all around Mek town as it gives focus for the campaign. one of the big things that narked me about Gorka morka was the lack of difference between Morkas and Gorkas, so i ws thinking morkas get +1 or something to driving tests and gorkas get +1 ws or is it the other way round?

BigRob
20-12-2007, 09:56
Ages ago I did a bunch of rough rules for the different regions. White Dwarf featured a scenario in Gulkartslag with the sandworms, so building on that I did some for other areas like the Howling Hills and the Tar Pits.

Basically it was stuff like
Howling Hills:
The hills are a long way from Mektown, everyone uses the "neva enuff bullets" rules. In addition the howling winds reduce all LD by -1 and the wind speed table is always "Blowing a gale". Because the area is barely touched by scavanging orks, double the number of scrap tokens. In addition the winning mob finds a whirly gubbinz. Roll once on the Digga special tek table to find out what you find.
Salt Wastes:
Due to he high concentrations of radioactive salt, roll 1D6 for each mob member before the game and add thier toughness. If they score less than 7 then they miss the battle ala Old Battle Wound from salt poisoning. Add D3 scrap tokens to the number in the game. The valuable scrap here is worth an extra D3 teef per token.

Little bits like this make the campaign more realistic, and if your a weedy grot you can always just fight a standard battle in the Big Uz or the Skid.

We also had loads of extra gubbinz, big gunz, desert perils, scenarios, special characters and some extra house roolz we used. My favourite was suicide grots. They could volunterily detonate thier stickbombz in combat when using them as clubs (provided they passed a LD test of course!)

Vemetric
20-12-2007, 16:35
We've got a few things we are currently debating in our game system, here are a few ideas:


Lookin' fer trouble! : Any boyz, yoofs, and your Nob who are not recovering from injuries can choose to go out lookin' fer trouble. Choose one vehicle/spanner to join them and roll on a table to determine their fate (ranging from encounters from the old perils of the desert to beneficial finds). Digga's and Gobbos can look for trouble, but under the same conditions that Anyone that digs for scrap/tech/scavengers don't get to go.

Drag Races and Circuit Races : Drag races are treated as honor challenges between spanners and drivers. A challenge may be issued during any other match, as per the "Yer a cowardly grot!". If a challenge is issued, you may provide a vehicle and it's crew for a race, and the spanner of they are not already a member of the crew. The race is a no hold's barred race, either scrolling terrain or on a large oval circuit. Experience is issued the same way as normal scraps, but the winner of the challenge gets a bonus 5 Experience for calling out the other less-skilled driver/gunner team.

Da big dig: A tunnel fight. Basically a close quarters fight where the vehicles are stuck at the exits. It's a great opportunity for your boys to really scrap it up!

Lotsa fun ideas bein bandied about. I look forward to seeing what others are coming up with.


Veme

BigRob
20-12-2007, 17:41
How about a mektown rumble where the ladz battle it out in teh brewhouse before hitting teh streets? Random members turn up each turn, no vehicles (but gunz are allowed and indeed expected!) with random ladz, yoofs and grots turning up, randomize the faction and they will join them (ie Gorkas will join in on the side of a gorka warband, Morkaz will join in on the side of the Morkas. If one of the warbands is a digga...the orks pile in on them.

Winner has teef and bragging rights, looser foots the clean up bill!

Racing is a great idea, you can race for money, territory or even vehicles. Circuits would be fun, or a podracing style event through the desert, with a rolling road. I'm seeing random hazards along the track, whip scorpions, falling debris, maybe the odd mutie raider taking a potshot (finally something good comes out of watching the Phantom Menace!)

Cirrus the Blue
20-12-2007, 21:49
hahaha These are tremendous ideas, people! Keep 'em coming!! :D I'm extremely pleased to see so much participation in GorkaMorka still! :D

- Cirrus

Cirrus the Blue
20-12-2007, 22:15
Ooo.. Here's another idea. How's about coming up with some sort of Bazaar in Mektown not unlike the one in Necromunda so as to bring in funky pieces of other such Orky tek like Rokkit Paks, Kustom Mega Blastaz, Kustom Force Fields, and even such pieces as teleporters and other wackiness like that? Tweak the rules for each to match up with GorkaMorka, of course, and make some such items extremely difficult to come across, too! Not necessarilly using the archeotech that the Diggas find in their areas of the desert in this particular list, but stuff not far off from the same effectiveness (but all the more chance of malfunctioning or even exploding). There's far too many Meks in Mektown to only be selling gun and trukk upgrades. ;)

I gotta dig out my books and take a peek through so I can devise some appropriate rules for these. Any other ideas for funky kontraptions, established in 40K or just off the top of your head, would be awesome if we were to get a good long list going!

- Cirrus

BigRob
21-12-2007, 07:10
Gubbinz

Red paint job: 1 toof
lasts one battle, Driver of the vehicle adds +1 to LD when making a manover test.

Smokescreen: 2 teef
One use/battle. At the beginning of movement place the scorcha template behind the vehicle with the narrow end on the smokescreen. Leave the template in place after the vehicle moves. No line of sight can be drawn through the template and an enemy vehicle tailing the vehicle using the smokescreen must test or skid out of control.

Pintle Mount: 1 toof
A big gun may be mounted on the back of a vehicle giving it a 360 degree line of sight but means no orks may be carried in the vehicle.

Fort Gunz: Cost of big gun/linked gunz -1toof
A big gun or linked gunz with the Loadsa Ammo upgrade for free. Must be mounted on your Fort and used in Fort defence scenarios.

Squig Cage (Rebel Grots) 2 teef
Once/Battle, At a point during your movement, release the squigs! D3+1 Giant squigs are released, each scattering 2D6 from initial drop off. They move2D6" a turn towards the nearest model on foot and attack them. If there are no models on foot they move in a random direction using the scatter dice.

Giant Squig M:2D6 WS:4 BS:0 S:4 T:3 W:1 I:3 A:2 LD:10
Giant squigs never take morale tests. The Squig Cage is refilled for free each battle.

Squig Gut Bow: 4 teef(Rebel Grots)
Treat as a Harpoon gun with D3+2 Strength. Rebel Grots only to give them an option other than the splattapult.

Sun Shades: 1 toof
Ignore the High noon desert peril. Digga vehicles come with sunshades for free.

Desert locations
Tar Pits:
Place D6+3 Tar Pits on the table. These are impassible and vehicles which enter them are immobalized. At the end of the battle the loosing player must roll for each vehicle immobalized in this manner. On a roll of 1 they are lost in the tar and must be removed from the warband. The winner may scavange an extra 2D6 teef in valuable tar.

New Kit
Tankbusta Bomb 4 teef
One use only, This bomb may only be used against vehicles and forts or against an unconcious or immobalized target. The bomb has a Strength of 8 and deals D6wounds. When you set the bomb roll 1D6. On a roll of 1 or 2 its a dud. Only one tankbusta bomb may be carried at a time.

Fungus Brew: 3 teef
One use only, A mob may drink the brew before a battle gaining a sense of well beaing and orkiness. Every model may add +1 to his LD for the purposes of bottle tests, all alone tests and pinning tests.

Theres a few for now, I'll add some later

Senbei
22-12-2007, 00:15
I've often pondered on the idea of setting a campaign on a different planet... One with roads, ruined Imperial cities and more varied terrain types. I also wanted to incorporate the old RT Ork Bioniks and some of the old Freebooter types too.... Both as 'random encounter' special events and hirelings.

Cirrus the Blue
22-12-2007, 18:07
I'm definately using a good chunk of stuff from that list, BigRob! Nice work! I'm anxious to see the rest when you post it up. :D

I love the ideas of the old bioniks and freebooters! Also, Inquisitor took place on whatever planet, so I can easily see the same for GorkaMorka. :)

- Cirrus

Senbei
22-12-2007, 22:58
Well... Roads are good for 'Mad Max' inspiration and playing chicken if theres terrain on either side. Bioniks were always fun and though one or two might be a little too powerful for such a small battlefield they could always be tailored to fit. If you're feeling adventurous you could do a Necromunda style purge Vs a group of heavily mutated Ork freebooterz! (even better if you can get the old 1st ed chaos books)

Easy E
23-12-2007, 10:17
Can you provide a link to the PDF release of GorkaMorka, I looked around the Specialist Website (US) and didn't see it? Is it housed under a different game systems rules?

Daredhnu
23-12-2007, 11:00
it's not up yet, will go up around the same time as the ork codex comes out i believe

Cirrus the Blue
23-12-2007, 12:24
EXTREMELY soon. Definately when the new boxes go on sale in January. :)

- Cirrus

Cirrus the Blue
29-12-2007, 02:26
More to come later, people!

- Cirrus

NEW MOBSTER

'EAVIES (Limit 0-1)

Cost to recruit: 6 teef + cost of Big Gun
'Eavies are generally the burliest of Ork warriors a mob has at it's disposal and is beefy enough to effectively lug around only the biggest of gunz. 'Eavies also have lots of experience with maintaining their gunz and thus hold many know-wots and experience similar to the Spanner Boyz, making them invaluable recruits to any mob.

M WS BS S T W I A Ld
'EAVY 4 3 3 3 4 1 2 1 7

Weapons: You can arm your 'Eavy with weapons and equipment from the Hand-to-Hand Weapons, Gunz, Big Gunz, Armor and Stikkbombz lists.

Special: Big Gunz always require two hands to use and an 'Eavy equipped with a Big Gun may only ever use a single Hand-to-Hand weapon in close combat. A Skorcha may double as his close combat weapon with the following profile.

Short Long To Hit To Hit Save Ammo
Range Range Long Short Str. Dam. Mod. Roll Notes
close combat - - as user +2 1 -2 - Double Handed. Opponent wins draws

In order for the Mek to make such a massive and heavy gun suitable to be lugged around by a warrior instead of being strapped to the back of a trukk, he needs to make some serious modifications to make it light enough to carry. As such, all Big Gunz with the exception of Skorchaz (they use the template) are Sawn Off (maximum 24 inch range) but the gun's range may still be increased beyond this with kustom work. Any and all kustom jobs performed on all Big Gunz by the Mek are automatically subject to the Job's a Good 'Un table, including the first.

'Eavies count as an Ork Boy for purposes of collecting income.

'Eavies have access to the following skill tables and their starting level of experience is as a Skarboy (61-80).

GORKERS
Muscle Ferocity Driving Cunnin' Dakka Odd
Y Y N N Y Y

MORKERS
Muscle Ferocity Driving Cunnin' Dakka Odd
Y N N Y Y Y

Cirrus the Blue
29-12-2007, 02:29
(this fits about a thousand times better in a .txt file instead as the profiles are all screwed up by the spacing codes for the forums)

BigRob
03-01-2008, 07:15
Suicide Stikbombz

Rebel Grots sometimes use their stickbombz as clubs like the Orks....except they remove the pin first!
A Rebel Grot armed with stikbombz may vountarily detonate one while in close combat. Before any blows are struck the grot must pass a LD test to overcome his survival instinct. If he passess, resolve the effects of the stikbomb. For Frag bombz, place the template centered on the Grot and proceed as normal. For Krak Bombz both the grot and his opponent take the hit (as does anyone else in base contact during multiple combats).

Against vehicles the Grot may use this ability with Krak bombz although a vehicle hit by the frag template still takes a hit as normal under teh rules for vehicles and template weapons.

If the opponent and grot are still alive, the opponent automatically wins the combat by 3.

Grot Gubbinz
In addition to the squig cage and Sig gut bow mentioned above..

Dust plough: 2 teef
A large plough/harrow/bit of scrap towed behind the Lugga to churn up the dust. At the endof movemnt place the flamer template behind the lugga, any vehicle covered by the template must pass a LD test of move out of control. Due to the clogging dust, Any thrust test the vehicle takes for the remainder of the battle has a -1 penalty.
Models in reserve (ie muties etc) gain +1 on thier roll to arrive as they can see the dust plume.


Grot Special Character
Lucky Larry

Lucky Larry was aan assistant to one of the biggest meks in mektown before da revoulootion. He fled after the massacre and now works with the Rebel Grots fixing vehicles and constructing gubbinz to the best of his knowledge. After an accident in his workshop, he has become slightly unhinged and now insists on going out in the desert to fight the Orkish oppressors. He has no care for himself and throws himself at the foe, detonating his supa stikkbombz right in thier faces.

M:4 WS:3 BS:4 S:2 T:3 W:2 I:4 A:2 LD:10*

Equipment: Larry is armed with a knife and has Frag and Krak Stikkbombz. Both sets have had the shootier upgrade (+1S). Larry wears Studded Armour.

Special Rules/Skills
Larry is completly mad and passess all LD based test he would otherwise be forced to take. Larrys LD can not be used by other grots for any reasons.
Larry has the Stikkbomberz Skill.
Larry may always autodetonate his stikkbombz in CC as described above.
Larry is incredibly lucky and if he takes a wound, the roll to wound must be rerolled.

Larry is only available to Rebel Grotz and is hired in the same way as the red gobbo.

Justice And Rule
09-01-2008, 01:24
The Ork-lympics

This was one of the bigger concepts I had, and I only got a few things for it. It was supposed to be almost a whole campaign in itself, being a bunch of mini-battles. The events were:

Da Spanner's Challenge: This was going to be a sort of team game, with a spanner and another boy competing against other teams trying to trick out a vehicle as quickly as possible and as good as possible. The boy would help put things in place, and the Spanner would be the one who bolts it on and makes it work.

There would be a dozen or so different gubbins, each with a "DEAD 'ARD" rating and a Difficulty rating; essentially, the "Wow" factor and how easy it would be to do. A spanner who goes for difficult things might only get a few done, but they'll be blockbusters, while another would get a bunch but they'd be like, all just spikey bits.

The whole event would have a turn limit, and I was trying to figure out a few different skills to give spanners to make 'em a little different. The Boy would rely on strength or initiative on different gubbins.

Snot-Stomping: This is a fun and easy one involving Snots. You put a few Boyz in an arena with 4 Snots per Boy. Each gang acts as a team, and has a sort of 'Reaction Chart' to tell whether they are on the attack or they are just going to run away, among other things. These reactions change every time a Snot goes down, or if the Boy fighting them somehow manages to get knocked out. The one with the most Snots falling under his boot gets the win.

Oh, and the experience is adjusted down (You ARE fighting Snots).

Classic Pitfighting: No-brainer, though I was considering making some arena hazards and perhaps a few "special" moves to make sure you actually use them.

Demolition Derby: Another simple one. 4 Boyz maximum, and whatever vehicles they got. Last Trukkstanding.

Squig-Chasing: Another vehicle one, though more for things like Trakks and (especially) Bikes, though Trukks are allowed. Two boys in a vehicle have to catch a Leaper Squig, which moves far too fast for a normal boy to catch on foot.

This works a lot like roping Calves in a Rodeo, but instead of a rope, two Boyz are chasing a squig on a vehicle. The Squig, for all intents and purposes, counts as a vehicle that gets two 'Boosts', and will make a 45 degree turn (use the randomizer 1-2, 3-4,5-6) at the start of each boost. The vehicle starts 2" away from the Squig, so this is essentially going to be a lot like two Trukks in a chase. The Squig itself is an okay fighter and gets two wounds to make it a little harder to subdue it. Only one Boy can attack the Squig; the other boy just drives (Or if you're using a lone biker, no extra Boy). Judged by how long it takes a guy to take the thing down. Extra points for a Biker taking it on alone.

Mektown Grand Prix: This was the final event, and we managed to scrap together a ton of stuff to give it a real Urban-Grand Prix feel. 4 Boyz max again, but one MUST be your Nob. Make sure you make a bunch of risky short-cuts for Nobz who are feelin' lucky. Another thing I wanted to do for this was create a Random Events thing for this to make it more chaotic, but I never got around to this.

Also, a good amount of inspiration for this came from a modded set of rules called Formula WAAAAAGH! that you can find on the net. Good set to consider for new Gubbins.

A few others I considered were

- A Scrap Vehicle relay: For bigger, more experienced mobs with more than 1 vehicle. A circular track where 2 boyz have to move a piece of scrap from one vehicle to another at certain spots (Vehicles can only have drivers, but passengers may have their regular weapons). Depending on the average vehicle, you can have two or even three relay spots. I'd say if someone is shorthanded, allow a path where their first vehicle can cross the map and get to the position for the final relay.
- A drinking contest. I really want to do this, but I need to figure out some good, varied mechanics for it.
- Squig-Shooting. Another dead-simple one.
- A Grot-Slaver-Scrap-Gathering one. Another fairly self-explanatory game.

fattdex
09-01-2008, 07:05
Here's something- feedback appreciated (I think it makes sense!)


Bomb Squig (Slavers Gear) 9 teef

Bomb squigs are purchased as weapons for Slavers. A Slaver must be equipped with a Grabber Stick to be able to field a bomb squig in a game (as the slaver restrains the squig). Only one bomb squig may be fielded per slaver in your mob (Slavers will only bring one bomb squig with them each per fight, as they have a hard enough time grappling with one rabid, explosives laden squig!). A bomb squig is a one use per match weapon, but the slaver is assumed to round up another victim to strap the goods onto for the next match. A bomb squig has the following profile:

M:6 WS:4 BS:0 S:3 T:3 W:1 I:3 A:2 LD:10 SV:6+

Bomb squigs must begin the game on the same vehicle as the slaver, and if the slaver disembarks a vehicle the bomb squig must remain within 2" of a slaver until such time as the slaver chooses to release the bomb squig. Whilst a bomb squig is being restrained by a slaver, it will always move with its slaver and use its slaver's successful or unsuccessful initiative tests for special movement (see the 'Volatile' rule!).
Whilst the slaver is restraining a bomb squig, the bomb squig may never be individually targeted for shooting (but may be hit by blast or template weapons incidentally) or combat (instead, the restrained bomb squig adds to his slavers combat score, see special rule 'Vicious'). A bomb squig will stay next to its slaver if he goes down, but if the slaver is taken out of action, the squig will wander harmlessly away.

Special rule: Vicious
Whilst a slaver is restraining a bomb squig, he will always count as having an extra multiple attacker bonus in a combat (ie, in a single combat +1 attack dice and +1 combat result, as a second attacker +2 attack dice and +2 combat result etc.).

Special Rule: Volatile
If a slaver restraining a bomb squig enters combat, or a roaming bomb squig has been attacked in combat, on a roll of two fumbles (squig eyes) the bomb squig's ordnance accidentally explodes! After the combat is resolved, all parties involved in the combat will take a Strength 5 hit on a roll of 4+. On board a vehicle, only the slaver and his opponent will be hit by the explosion. In the event of accidental bomb squig explosion, the bomb squig is removed from play.

If a slaver restraining a bomb squig fails his initiative test for releasing the bomb squig from a moving vehicle that has used its thrusters, or for embarking or disembarking a vehicle that has used its thrusters, the embarking or disembarking model will instead trigger an accidental explosion and take a Strength 6 hit on a 4+, placing the blast marker over the model! Remove the bomb squig from play if any accidental explosion occurs.

Special rule: Release the squig!

A slaver may release a bomb squig in his shooting phase (or from overwatch). The slaver must make an initiative test to successfully release a bomb squig from a vehicle that has used its thrusters (see 'Volatile" special rule), otherwise a bomb squig released from a vehicle is placed as per normal disembarking rules. The bomb squig makes a special move in this phase 2D6" in a straight line towards the nearest enemy vehicle. If the bomb squig moves into contact with an enemy vehicle, the enemy player may make a swerve test with -1 Ld value. If the swerve is successful, move the vehicle away as if it had been rammed. If the swerve test is failed, the bomb squig has achieved its ultimate goal! Resolve D6+1 Strength 6 hits against the enemy vehicle.
If a released squig does find its target in the initial shooting phase, it will always run towards the closest enemy vehicle at double its regular movement rate in its movement phase. If a bomb squig moves into contact with an enemy vehicle in its own movement phase, resolve the hit as above.

BigRob
09-01-2008, 07:45
Mutie Raiders

Fire tubes: 4 teef
These small metal tubes feature a trigger mechinism and iron sight and are often carried by raiders who need a little extra support against the Orks armoured trukks. They only fire a single shot before needing to be reloaded which is a time consuming process and usually accomplished after the battle.

Fire tubes have the same profile as a rokkit launcher and can only be used once per battle. A mutie may only carry one at a time and they count towards the equipment limit, not the models weapon limit.

Photon Flash Greanades: 5 Teef
These small tubular grenades are packed with magnesium, creating a super birigh tflash which can blind enemy warriors or drivers, allowing the muties to cut them down unopposed.

Phonton Flash grenades follow the rules for mutie Grenades and use the Stikkbomb template. Models under teh template are hit automatically and models partially under are hit on a 4+. The grenade does no damage but models hit are reduced to WS and I 1 for D3 Turns (D6 for Diggas) and cannot move. A driver of a vehicle hit by a photon flash grenade is blinded and the vehicle immediatly goes "Out of Control" and remains so until it crashes or the driver ragins his vision.

Mutations:When a mutie gains a skill, they may forgo the skil lt oinstead roll on the Mutation table. A mutation may only be gained once and a model may have a number of mutations equal to their T, no more.
Roll a D6
1: Terryfying Visage; The model causes Terror
2: Mutant Steed; +1 Movement
3: Tentacles; One enemy in base contact looses D3 A to a minimum of 1
4: Spines; All Enemies in base contact at the beginning of the Close Combat phase take a S2 hit. Work this out before fighting the combat.
5: Acid Blood; For every hit inflicted on the Mutie in combat, the enemy who delt the hit takes a S3 hit.
6: Iron Scales; The model may no longer wear armour but has a 5+ unmodifiable save.

Comming soon...Feral Ork warband and more Ork weapons and Gubbinz!

Cirrus the Blue
09-01-2008, 10:35
Here's something- feedback appreciated (I think it makes sense!)

Bomb Squig (Slavers Gear) 9 teef

Bomb squigs are purchased as weapons for Slavers. A Slaver must be equipped with a Grabber Stick to be able to field a bomb squig in a game (as the slaver restrains the squig). Only one bomb squig may be fielded per slaver in your mob (Slavers will only bring one bomb squig with them each per fight, as they have a hard enough time grappling with one rabid, explosives laden squig!). A bomb squig is a one use per match weapon, but the slaver is assumed to round up another victim to strap the goods onto for the next match. A bomb squig has the following profile:

M:6 WS:4 BS:0 S:3 T:3 W:1 I:3 A:2 LD:10 SV:6+

Bomb squigs must begin the game on the same vehicle as the slaver, and if the slaver disembarks a vehicle the bomb squig must remain within 2" of a slaver until such time as the slaver chooses to release the bomb squig. Whilst a bomb squig is being restrained by a slaver, it will always move with its slaver and use its slaver's successful or unsuccessful initiative tests for special movement (see the 'Volatile' rule!).
Whilst the slaver is restraining a bomb squig, the bomb squig may never be individually targeted for shooting (but may be hit by blast or template weapons incidentally) or combat (instead, the restrained bomb squig adds to his slavers combat score, see special rule 'Vicious'). A bomb squig will stay next to its slaver if he goes down, but if the slaver is taken out of action, the squig will wander harmlessly away.

Special rule: Vicious
Whilst a slaver is restraining a bomb squig, he will always count as having an extra multiple attacker bonus in a combat (ie, in a single combat +1 attack dice and +1 combat result, as a second attacker +2 attack dice and +2 combat result etc.).

Special Rule: Volatile
If a slaver restraining a bomb squig enters combat, or a roaming bomb squig has been attacked in combat, on a roll of two fumbles (squig eyes) the bomb squig's ordnance accidentally explodes! After the combat is resolved, all parties involved in the combat will take a S6 hit on a roll of 4+. On board a vehicle, only the slaver and his opponent will be hit by the explosion. In the event of accidental bomb squig explosion, the bomb squig is removed from play.

If a slaver restraining a bomb squig fails his initiative test for releasing the bomb squig from a moving vehicle that has used its thrusters, or for embarking or disembarking a vehicle that has used its thrusters, the embarking or disembarking model will instead trigger an accidental explosion and take a strength 7 hit on a 4+, placing the blast marker over the model! Remove the bomb squig from play if any accidental explosion occurs.

Special rule: Release the squig!

A slaver may release a bomb squig in his shooting phase (or from overwatch). The slaver must make an initiative test to successfully release a bomb squig from a vehicle that has used its thrusters (see 'Volatile" special rule), otherwise a bomb squig released from a vehicle is placed as per normal disembarking rules. The bomb squig makes a special move in this phase 2D6" in a straight line towards the nearest enemy vehicle. If the bomb squig moves into contact with an enemy vehicle, the enemy player may make a swerve test with -1 Ld value. If the swerve is successful, move the vehicle away as if it had been rammed. If the swerve test is failed, the bomb squig has achieved its ultimate goal! Resolve d6+1 Strength 7 hits against the enemy vehicle.
If a released squig does find its target in the initial shooting phase, it will always run towards the closest enemy vehicle at double its regular movement rate in its movement phase. If a bomb squig moves into contact with an enemy vehicle in its own movement phase, resolve the hit as above.

It's a great idea, especially considering they've got a couple of figures for 'em with the new Kommandos, but it's very complicated and also I think it's extremely high powered, too. I mean, the Rokkit Launcha is the strongest weapon available from the start for Orks and it's only at strength 6 and Krak stikkbombz are also only strength 6 without a blast template. Those are just my thoughts on the matter, however. I'd say work on toning down the amount of rules and go moreso towards simplicity and possibly bring it down to strength 4 or at most 5 'cause a strength 3 hit still does damage to any vehicle on a roll of 5 or 6 which is still pretty dern good. I'd say anything past and including strength 6 should be at least 15 teef which is enough to buy a whole Trakk. Still, it's a really neat idea and I say go with it, but just tone it down a smidge so that things don't get out of control with other players taking far too many in their mobs and using 'em all at once which would get ugly pretty effin' fast. :p lol Just imagine one guy taking 6 of those at strength 7 with the blast template in his mob and setting them loose all at the same time. That's one *******' blowed up mob. :eek:

I'd been working on a bomb squig for my Rare Trade chart along with a BUNCH of new items which I'll post up along with the rest of my campaign rules as soon as I finnish up the rest of the gunz and stuff I'm writing up, but I'd think the fact it's rare trade for such destructive and/or wacky weapons and inventions balances it out by making them difficult to find keeping the numbers per mob of such awesome weapons and equipment in check.

Also I did up a slightly different version of the Attack Squig from Rob's representation I'll post up here for those who are intrerested and it sort of streamlines his with less text but still works really well and in practically the same way and works well as a starting point for other types of squigs.

My Bomb Squig was gonna use the Attack Squig's statistics but be available to the mob as a whole, usable once per battle with the strength of a super stikkbomb (frag template with krak stats) at D6+3 teef on the rare trade chart that explodes on contact with any warriors or vehicles.

ATTACK SQUIGS

Cost to recruit: 5 teef

Attack Squigs are a favorite choice for many Ork mob leaders for the sake of their raw and vicious ferocity as attack pets.

M WS BS S T W I A Ld
ATTACK SQUIG 2D6 4 0 4 3 1 3 1 5

Special: Attack Squigs are subject to Frenzy and never earn experience.


(For those who don't know 'cause the PDF hasn't been released yet, Frenzy is immunity to psychology, always attacks/charges the closest target if able to, and doubles it's attack characteristic.)

- Cirrus

Cirrus the Blue
09-01-2008, 10:40
Mutie Raiders

Fire tubes: 4 teef
These small metal tubes feature a trigger mechinism and iron sight and are often carried by raiders who need a little extra support against the Orks armoured trukks. They only fire a single shot before needing to be reloaded which is a time consuming process and usually accomplished after the battle.

Fire tubes have the same profile as a rokkit launcher and can only be used once per battle. A mutie may only carry one at a time and they count towards the equipment limit, not the models weapon limit.

Photon Flash Greanades: 5 Teef
These small tubular grenades are packed with magnesium, creating a super birigh tflash which can blind enemy warriors or drivers, allowing the muties to cut them down unopposed.

Phonton Flash grenades follow the rules for mutie Grenades and use the Stikkbomb template. Models under teh template are hit automatically and models partially under are hit on a 4+. The grenade does no damage but models hit are reduced to WS and I 1 for D3 Turns (D6 for Diggas) and cannot move. A driver of a vehicle hit by a photon flash grenade is blinded and the vehicle immediatly goes "Out of Control" and remains so until it crashes or the driver ragins his vision.

Mutations:When a mutie gains a skill, they may forgo the skil lt oinstead roll on the Mutation table. A mutation may only be gained once and a model may have a number of mutations equal to their T, no more.
Roll a D6
1: Terryfying Visage; The model causes Terror
2: Mutant Steed; +1 Movement
3: Tentacles; One enemy in base contact looses D3 A to a minimum of 1
4: Spines; All Enemies in base contact at the beginning of the Close Combat phase take a S2 hit. Work this out before fighting the combat.
5: Acid Blood; For every hit inflicted on the Mutie in combat, the enemy who delt the hit takes a S3 hit.
6: Iron Scales; The model may no longer wear armour but has a 5+ unmodifiable save.

Comming soon...Feral Ork warband and more Ork weapons and Gubbinz!

These are very interesting! Nice work, Rob! :)

- Cirrus

fattdex
09-01-2008, 11:09
Agreed, I've edited my post and toned it down a bit. Now when the squig finally makes a sucessfull hit, in inflicts d3+1 S6 hits. I still think that 9 pts is fair, considering the likelyhood of the squig tripping and exploding against its own vehicle, or chasing down an enemy truck only to be shot up (imagining the lulz it could cause right now)

And given that only 1 squig may be taken per slaver with grabba stick in the mob, I say if somebody is mental enough to take 6 slavers with grabba sticks, more power to em!

Cirrus the Blue
09-01-2008, 11:18
Agreed, I've edited my post and toned it down a bit. Now when the squig finally makes a sucessfull hit, in inflicts d3+1 S6 hits. I still think that 9 pts is fair, considering the likelyhood of the squig tripping and exploding against its own vehicle, or chasing down an enemy truck only to be shot up (imagining the lulz it could cause right now)

And given that only 1 squig may be taken per slaver with grabba stick in the mob, I say if somebody is mental enough to take 6 slavers with grabba sticks, more power to em!

hehe Fair enough! I could see this working rather well. :) Nice job!

- Cirrus