Tactical Command
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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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