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Ork Hulks http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=13707 |
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Author: | Chaplain Leviticus [ Tue Oct 07, 2008 12:48 am ] |
Post subject: | Ork Hulks |
I was discussing this with a fried today; my newly built Ork Hulk is a rather good size, over 12". So the idea was to play it as a double Hulk, essentially doubling all the rules for a Hulk (including points). Once the Hulk is damaged enough to have destroyed one Hulk, drop the stats to a single Hulk and continue play. It would ahve also been interesting to see different rules where a destroyed Hulk instead of becoming asteroid counters, breaks up into a few Roks before being completely destroyed. |
Author: | Yuber Okami [ Tue Oct 07, 2008 7:28 pm ] |
Post subject: | Ork Hulks |
Quote: (Chaplain Leviticus @ 07 Oct. 2008, 00:48 ) It would ahve also been interesting to see different rules where a destroyed Hulk instead of becoming asteroid counters, breaks up into a few Roks before being completely destroyed. Yes, that would be really interesting. Maybe you could tweak the critical hit table to include such a thing? |
Author: | kr00za [ Sat Oct 11, 2008 10:12 am ] |
Post subject: | Ork Hulks |
Very nice idea. Would certainly be in keeping with Ork-Tec. But would these Rokz have enginez? Seems to me that theres only a slight chance that a lump braking off would include both weaponz and enginez. Maybe have a rule that statez a Hulk could brake up leaving a max of four Rokz. Make a 2D6 roll to determin the amount of Rokz... 2=0 . 3-6=1 . 7-9=2 . 10-11=3 . 12=4 Note how there is a 1/4 chance of producing one Rok. But only a 1/12 chance of producing four. With that said, theres also only a 1/12 chance of it not producing any. As a side note... a double hulk shouldnt cost quite double the pointz as a single hulk. Having one big hulk isnt as good as having two seperate normal Hulkz, so knocking a hundred or so pointz off it wouldnt be a bad thing. |
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