Orky Last Chancerz - parannusehdotuksia kaivataan yhä
Lähetetty: Su 21.11.2004 12:05
Tulipa hullunhyvä idea. Jos kerta Imperiumilla on kovaksikeitetty Likainen tusina hoitelemassa vihollisiaan, miksi ei sen suurimmalla (tai ainakin isoimmalla ja vihreimmällä) vihollisella?
Je vous donne:
Da Last Chancer -boyz
Every Last Chancer Boy has the stats of a Skarboy and a 6+ save, exceptions are mentioned wherever approppriate.
Every Last Chancer Boy operates as an independent character, is fearless and will always pass the Power of the Waaagh! test even with their US1, and may always infiltrate.
Boss Badtoof
The rock-hard Ork leading dis pile uv Ork skum.
Wargear: Looted power sword, kustom slugga (more dakka & shootier), 'eavy armour.
Special: Opponents suffer a -1 penalty to hit him when in close combat. If Boss Badtoof is not on the table for whatever reason, da Last Chancer Boyz are subject to Animosity. Consult the Mordheim Da Mob Roolz for details.
WS5, T5, W3, A4, Ld 9, I3
Madboy Fickskull
Crime: Runnin' ahead uv da Warboss an' gettin' to chop up everybody on 'iz own.
Wargear: Twin choppas.
Special: If Madboy Fickskull gets killed, he will stand up invulnerable for the next Ork Last Chancer turn and do his worst, after which his brain will finally catch up with reality.
A3
Fingbasha
Crime: Gettin' overenfusiastic before da fightin' an' bashin' three uv da Warboss' best trukks to bitz.
Wargear: Big shoota, choppa.
Special: May treat the big shoota as an additional close combat weapon. Fingbasha and Gordakka are good buddies, so if Gordakka gets killed, Fingbasha goes berserk, gains +1S, +1T, +1A, and his I is doubled (he doesn't further benefit from the Power of the Waaagh! rule). If berserk, he must move towards the nearest enemy infantry unit and shoot and charge it if possible.
Gordakka
Crime: Built a mega kannon which blasted a 'Umie Titan's 'ead to scrap an' made da 'Umie Titan fall on the Warboss' personal Gargant.
Wargear: Choppa, Da Kustom Dakkamaka (an enormous bipod-mounted gun, S6 AP4 Heavy d6, range 36", twin-linked).
Special: Because of Da Kustom Dakkamaka's bulk, Gordakka always moves as if in difficult terrain. If actually moving in difficult terrain, he gets to roll one die less to see how far he can move.
Da Boomboy
Crime: Letting one uv 'iz grots run to the Warboss' tent, hence his nickname.
Wargear: Slugga, choppa, tankbusta bomz, Da Living Bomb
Special: Once per battle, Da Boomboy may release a grot with bomb strapped to his back. Place the grot within 6" of Da Boomboy after Da Boomboy's move. Roll a d6 for the grot at the start of each your turn thereafter. On a 1 the grot manages to extinguish the bomb and runs away. On 2-3 roll for the grot to scatter d6". On 4+ the bomb explodes like a satchel charge.
Rambo
Crime: Takin' loadz too much uv 'Umie influences, disgusting da Warboss.
Wargear: Choppa, submachine shoota (S4 AP6 Assault 6 range 12").
Special: The fusillade of bullets pouring out of Rambo Boy's submachine shoota forces the unit under fire to take a pinning test.
Slugwazz da 'Un-eye
Crime: Winnin' a brawl with such un-Orkiness that it just freaked da Warboss out.
Wargear: Sniper shoota (wounds on 4+, ap6, casualties cause pinning test, assault 1, range 36"), choppa.
Special: Sharpshoota Boy may decide which individual model he targets. BS4
Gullkrud da Loota
Crime: Backin' over da Warboss wiv' a really big 'Umie tank.
Wargear: Burna.
Special: Gullkrud can take over a wrecked enemy vehicle, for which he must assault it and spend one turn in it undisturbed. Gullkrud will throw all the useless bitz away, making transport room for 2d6 Orks (if the vehicle was not already capable of transporting). An immobilised vehicle can too be overtaken, but Gullkrud must first score a penetrating hit against it.
Once taken over, the vehicle can only fire one weapon per passenger (not counting Gullkrud, since he's driving).
Krakzag
Crime: Shootin' rokkits so that one banged to the back of the Warboss' head.
Wargear: Rokkit launcha, choppa.
Special: Krakzag has won fame with his ability to load his rokkit launcha with uncanny speed. To represent this, Krakzag may fire his rokkit launcha d3 times, at different targets if desired.
Zogsnazz
Crime: Mukkin' about wiv' da Warboss' shoota-rokkit launcha. Not helpin' to find da Warboss' leg.
Wargear: Shoota, bionik arm, rokkits.
Special: Zogsnazz is a pal of Krakzag's. His job is to kustomise rokkits for Krakzag, with the help of his bionik arm. While Zogsnazz is alive, Krakzag may use kustom rokkits. Zogsnazz must remain within 2" of Krakzag at all times.
Kustom rokkit: roll d3: 1: The rokkit has +2S. 2: The rokkit is -2S and small blast. 3: The rokkit is AP2 and small blast.
Deffhacka
Crime: Bein' nearly as big an' killy, and a little smarter than da Warboss 'imself.
Wargear: 'Uge choppa
Special: Deffhacka does not have to strike last with his 'uge choppa. T5, W2, A3
Whosha da Firefreek
Crime: Burnin' da Warboss' face black when lightin' 'im a cigar with 'iz kustom lighter.
Wargear: Choppa, kustom skorcha (s6, ap4, assault 1, flame template)
Special: If Whosha gets killed, the fuel tanks on his back blow up. Any non-vehicle models even partly within d6" of Whosha take a s6, ap4 hit, with no cover saves allowed.
Tuli nyt kirjoitettua englanniksi periaatteitteni vastaisesti, mutta kai tuon ymmärtää, kun en edes osaa mitään kovin hienoja sanoja...
Tein nämä Chappro 2002:ssa olleiden 'Umie last chancerien (nykyisiä paljonkin asenteikkaampien) pohjalta kieli hieman poskessa, ideanani saada öpaut yhtä tasapainoinen sakki. Naiset jätin pois selvistä syistä, ja korvasin joitain hahmoja örkkimäisemmillä. Kokonaisuutena nämä ovat astetta kovempia ihmisten vastaavista, sen myönnän. Siksi, että örkit ovat ihmisiä kovempia.
Nimiä ei ole lyöty lukkoon, ei myöskään oikein mitään muutakaan. Pistehintaa en kykene arvioimaan rationaalisesti. ~400?
Niin: onko parannusehdotuksia? Parempia nimiä, tai hauskempia "rikoksia" ja erikoissääntöjä? Haluaako joku kirjoittaa fluffia? Heittäkää mielipiteitä.
Je vous donne:
Da Last Chancer -boyz
Every Last Chancer Boy has the stats of a Skarboy and a 6+ save, exceptions are mentioned wherever approppriate.
Every Last Chancer Boy operates as an independent character, is fearless and will always pass the Power of the Waaagh! test even with their US1, and may always infiltrate.
Boss Badtoof
The rock-hard Ork leading dis pile uv Ork skum.
Wargear: Looted power sword, kustom slugga (more dakka & shootier), 'eavy armour.
Special: Opponents suffer a -1 penalty to hit him when in close combat. If Boss Badtoof is not on the table for whatever reason, da Last Chancer Boyz are subject to Animosity. Consult the Mordheim Da Mob Roolz for details.
WS5, T5, W3, A4, Ld 9, I3
Madboy Fickskull
Crime: Runnin' ahead uv da Warboss an' gettin' to chop up everybody on 'iz own.
Wargear: Twin choppas.
Special: If Madboy Fickskull gets killed, he will stand up invulnerable for the next Ork Last Chancer turn and do his worst, after which his brain will finally catch up with reality.
A3
Fingbasha
Crime: Gettin' overenfusiastic before da fightin' an' bashin' three uv da Warboss' best trukks to bitz.
Wargear: Big shoota, choppa.
Special: May treat the big shoota as an additional close combat weapon. Fingbasha and Gordakka are good buddies, so if Gordakka gets killed, Fingbasha goes berserk, gains +1S, +1T, +1A, and his I is doubled (he doesn't further benefit from the Power of the Waaagh! rule). If berserk, he must move towards the nearest enemy infantry unit and shoot and charge it if possible.
Gordakka
Crime: Built a mega kannon which blasted a 'Umie Titan's 'ead to scrap an' made da 'Umie Titan fall on the Warboss' personal Gargant.
Wargear: Choppa, Da Kustom Dakkamaka (an enormous bipod-mounted gun, S6 AP4 Heavy d6, range 36", twin-linked).
Special: Because of Da Kustom Dakkamaka's bulk, Gordakka always moves as if in difficult terrain. If actually moving in difficult terrain, he gets to roll one die less to see how far he can move.
Da Boomboy
Crime: Letting one uv 'iz grots run to the Warboss' tent, hence his nickname.
Wargear: Slugga, choppa, tankbusta bomz, Da Living Bomb
Special: Once per battle, Da Boomboy may release a grot with bomb strapped to his back. Place the grot within 6" of Da Boomboy after Da Boomboy's move. Roll a d6 for the grot at the start of each your turn thereafter. On a 1 the grot manages to extinguish the bomb and runs away. On 2-3 roll for the grot to scatter d6". On 4+ the bomb explodes like a satchel charge.
Rambo
Crime: Takin' loadz too much uv 'Umie influences, disgusting da Warboss.
Wargear: Choppa, submachine shoota (S4 AP6 Assault 6 range 12").
Special: The fusillade of bullets pouring out of Rambo Boy's submachine shoota forces the unit under fire to take a pinning test.
Slugwazz da 'Un-eye
Crime: Winnin' a brawl with such un-Orkiness that it just freaked da Warboss out.
Wargear: Sniper shoota (wounds on 4+, ap6, casualties cause pinning test, assault 1, range 36"), choppa.
Special: Sharpshoota Boy may decide which individual model he targets. BS4
Gullkrud da Loota
Crime: Backin' over da Warboss wiv' a really big 'Umie tank.
Wargear: Burna.
Special: Gullkrud can take over a wrecked enemy vehicle, for which he must assault it and spend one turn in it undisturbed. Gullkrud will throw all the useless bitz away, making transport room for 2d6 Orks (if the vehicle was not already capable of transporting). An immobilised vehicle can too be overtaken, but Gullkrud must first score a penetrating hit against it.
Once taken over, the vehicle can only fire one weapon per passenger (not counting Gullkrud, since he's driving).
Krakzag
Crime: Shootin' rokkits so that one banged to the back of the Warboss' head.
Wargear: Rokkit launcha, choppa.
Special: Krakzag has won fame with his ability to load his rokkit launcha with uncanny speed. To represent this, Krakzag may fire his rokkit launcha d3 times, at different targets if desired.
Zogsnazz
Crime: Mukkin' about wiv' da Warboss' shoota-rokkit launcha. Not helpin' to find da Warboss' leg.
Wargear: Shoota, bionik arm, rokkits.
Special: Zogsnazz is a pal of Krakzag's. His job is to kustomise rokkits for Krakzag, with the help of his bionik arm. While Zogsnazz is alive, Krakzag may use kustom rokkits. Zogsnazz must remain within 2" of Krakzag at all times.
Kustom rokkit: roll d3: 1: The rokkit has +2S. 2: The rokkit is -2S and small blast. 3: The rokkit is AP2 and small blast.
Deffhacka
Crime: Bein' nearly as big an' killy, and a little smarter than da Warboss 'imself.
Wargear: 'Uge choppa
Special: Deffhacka does not have to strike last with his 'uge choppa. T5, W2, A3
Whosha da Firefreek
Crime: Burnin' da Warboss' face black when lightin' 'im a cigar with 'iz kustom lighter.
Wargear: Choppa, kustom skorcha (s6, ap4, assault 1, flame template)
Special: If Whosha gets killed, the fuel tanks on his back blow up. Any non-vehicle models even partly within d6" of Whosha take a s6, ap4 hit, with no cover saves allowed.
Tuli nyt kirjoitettua englanniksi periaatteitteni vastaisesti, mutta kai tuon ymmärtää, kun en edes osaa mitään kovin hienoja sanoja...
Tein nämä Chappro 2002:ssa olleiden 'Umie last chancerien (nykyisiä paljonkin asenteikkaampien) pohjalta kieli hieman poskessa, ideanani saada öpaut yhtä tasapainoinen sakki. Naiset jätin pois selvistä syistä, ja korvasin joitain hahmoja örkkimäisemmillä. Kokonaisuutena nämä ovat astetta kovempia ihmisten vastaavista, sen myönnän. Siksi, että örkit ovat ihmisiä kovempia.
Nimiä ei ole lyöty lukkoon, ei myöskään oikein mitään muutakaan. Pistehintaa en kykene arvioimaan rationaalisesti. ~400?
Niin: onko parannusehdotuksia? Parempia nimiä, tai hauskempia "rikoksia" ja erikoissääntöjä? Haluaako joku kirjoittaa fluffia? Heittäkää mielipiteitä.