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 Post subject: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 8:43 am 
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OK, so those of you who have seen this thread will know about the idea of grot tanks fighting each other in the arena. Here is a rundown of the rules...

THE FLUFF
On the planet of Ames, in the Jensen system, an Ork mek had a big problem.

He had been trying to build a Shokk Attack Gun to try and outdo the Mek in the other Ork village, but it wasn't going well.

So far, he had lost several grots down the tube. That wasn't a problem, grots were abundant, even overpopulated around these parts, but all the same, it was irritating. However, a few minutes ago, he had been tinkering with it and it had fired straight at the Bosses favorite Looted Wagon and it had disappeared through a hole in the air into the Warp.

And now, the Mek was panicking. He fired the gun again and again, thinking, hoping, praying to Gork that the tank would reappear.

On one hand, he succeded and the tank fell back out of the Warp, exactly where it had been. On the other hand, it was no longer a fifteen foot monstrosity. Now it was more like a five-and-a-half foot monstrosity. The seats inside where the driver and gunner would sit were unreachable to him, and he could only get one leg inside the turret.

When The Boss turned up, he was displeased. He was in the process of displaying how displeased he was, when his personalized slugga fell into the tank as he brutally forced the meks head down the cannon.

Barely coherent with rage, The Boss sent his ammo runt down to fetch it. Big mistake.

The grot fitted in the tank perfectly, and realizing the potential, the grot 'accidentally' fired the cannon. The Boss was busy shoving the meks head down the cannon and burnt his hand. The Mek whose head was down the barrel emerged with a dud round embedded in his scalp. The grot, taking advantage of the confusion, engaged the drive on the tank and made a break for it...

...and fell straight into a squig hole.

As soon as the Boss and a severely concussed Mek realized what had occurred, they went and looked into the hole. They observed the tank battling the herd of squigs, and the Mek, enjoying what he saw, had a brainwave.

He remembered the old gladiatorial arena the previous Ork tribe had built, before his tribe had 'displaced' them. He also remembered the fact that the grots were getting too rebellious and overcrowded. They had been simply sending any uppity grots on suicide raids, but if he made another tank that size, he'd have a whole new industry to exploit. Why had he never thought of it before? It would suppress the grots, entertain the Orks, and he could collect on the bets!

He told The Boss. He liked it. He liked it so much he threatened to fire the Mek out of the killcannon if he didn't get on with it.

And the Mek duly got on with it. The next week, the first battles took place...


THE LOWDOWN

Each player controls one grot tank, with AV10 all round and BS3. These follow the normal rules for tanks and are open-topped.

Special Rules
It'z Too Puny Fer Dat!: Because grot tanks are so small and light compared with the average Ork Vehicle, they cannot use such heavy weapons or equip such heavy armour. All weapon ranges from the Ork or Imperial Guard Codex are halved, to a minimum of 6" and a maximum of 24" and the maximum armour values are F13, S12, R11
Give 'em A Chance!: Because the Orks like the fight to be dragged out and bloody, the tank has the best armour and framework the Mek could hastily scrounge up, and the shots are deliberately powered down (not that the crew know!) The tanks always count as having 3 Structure Points.

Before the battle, a Game Tier is chosen. This dictates how many Teef they are allowed to use to buy upgrades for their tank.

Tier 1 - Mek gits - 10 Starting Teef
Tier 2 - Mek Boyz - 15 Starting Teef
Tier 3 - Apprentize big mek - 20 Starting Teef
Tier 4 - Big Meks - 25 Starting Teef
Tier 5 - Mek Bosses - 30 Starting Teef

Upgrades are bought in secret and revealed before tanks are deployed (Sabotage can be revealed anytime after deployment).
Weapons:
7 Teef - Kannons
5 Teef - Lobba
8 Teef - Zzap Gun
2 Teef - Shoota
4 Teef - Twin-Linked Shoota
4 Teef - Big Shoota
6 Teef - Twin-Linked Big Shoota
6 Teef - Rokkits
9 Teef - Twin-Linked Rokkits
7 Teef - Deffgun
8 Teef - Kustom Mega Blaster
9 Teef - Grotzooka

Mobility Upgrades: (may only take one)
3 Teef - Mono-Wheel - Extra D3" movement, adds 1 to your audience bribe.
5 Teef - Wheels - increase maximum movement by 3"
8 Teef - Trakks - Increases maximum weapons by 2
9 Teef - Big Trakks -Increases max Movement by 1 inch, increases max weapons by 2
3 Teef - Legs - Grants Move through cover
9 Teef - Bouncy Legs- Grants move-through-cover. In addition, the tank gains a special ramming move by jumping on top of the tank. Treat as ramming with AV13. The ramming tank may move 12" over the tank, takes no hit and gains 1 audience bribe (max of 3 per game), but is treated as moving through Dangerous terrain (i.e. the other tank!). This may also be used when other tanks try to ram you. You may not shoot in any turn you use it.
10 Teef - Hova-tech - Reduces the Maximum weapons by 1, Counts as a Fast Skimmer.

Crew Upgrades:
6 Teef - Driving Practice - May re-roll Dangerous Terrain Tests, D3" extra movement.
8 Teef - Firing Drill Practice - may fire 1 additional weapon. Culminative effect.
4 Teef - Targeting Practice - +1BS. Culminative effect.

Other Upgrades:
^ Teef - Bribe the audience. You can choose how much to bribe them. See below for the point of this.
5 Teef: Extra loader - Increases Maxium Weapons by 1 -May be bought mutiple times-
8 teef: Bomb Squigs! - May release 1 bomb squig onto the field. (see Ork Codex) -May be bought mutiple times-
5 Teef - Upgraded Armor - Increases one armour value armor values by 1. Culminative effect.
10 Teef - Kustom Force Field - Provides a 5+ cover save from Ranged attacks.
4 teef - Sooped-up engines - You may ignore the first Immobilized result of the game. Multiple purchases means you may ignore the first several Immobilised results.
6 Teef - Shunta - When ramming, the rammed tank is shoved the same number of inches as the strength hit it took, in the same direction as the ramming tank, in addition to other affects.
8 teef - Mini Deff-Rolla - Confers D3 Str 6 hits when ramming plus other Deff-Rolla effects (see Ork codex)
4 teef - 'ard case - See Ork Codex
6 Teef - Grabbin Claw - see Ork Codex. Causes D3 S5 attacks in addition to normal affects
2 Teef - Red Paint Job - see codex
3 Teef - Grot Riggers - see Codex
5 Teef - Wrecking ball - see Codex
5 Teef - Reinforced Ram - see Codex
Note Out of the Shunta, Reinforced Ram, Bouncy Legs and Mini Deff-Rolla, you may only take one.

Sabotage:
1 Toof - Sneaky Gits - Forces one re-roll per player turn. May be bought five times maximum.
3 Teef - Engine gunk - causes One enemy tank to reduce their movement by D3 each turn. May be bought multiple times for use on more than one enemy.
5 Teef - Stealin Ammo - Forces one enemy to re roll successful hits for one turn, (must declare at beginning of the game). May be bought multiple times for use on more than one enemy.
10 Teef - Stealing der stuff - Take one enemy weapon from an Opponent. (They lose the weapon unless they steal it back, you gain the weapon for your Loot Pile.) May be bought multiple times for use on more than one enemy.

CLANS
Different clans have different attitudes to warfare and therefore have different approaches to building their Grot tanks. Each has a clan trait, that doesn't cost anything, and then a selection of unique upgrades. Once you choose a clan, you cannot choose another.

Goffs Upgrades: Big Horns - Increases bribe effect by 2
10 Teef - Deff-rolla-Wheels- Increases maximum Movement by 3, Confers D6 Str 8 hits when ramming.
5 Teef - Extra Eavy armor - reduces maximum movement by 2, Ignore all Engine hits from damage.
Deffskulls Upgrades: Sabotage costs 2 Teef less (Minimum price of 1 Toof, nothing's fer free 'round dese parts!)
11 Teef - Looted Tek Gun: 12" range: Str 8 Ap2 Assault 2 Lance
1 Toof - Looted Shoota - See Shoota Entry
4 Teef - Lucky-Blue Paint Job.- Confers a 6+ Invulnerable save to the tank.
5 Teef - Tinkerin' - +1 strength and -1 AP to weapons. If 1 is rolled to hit, resolve hit on yourself. (Gets Hot! for vehicles)
BadMoons Upgrades: May have one extra weapon on their tank
10 Teef - Twin-linked Deffgun
7 teef - Shiny bitz - Reduces enemy BS by 1 when they attempt to shoot - Enemy gain 1 Teef extra if tank destroyed
10 Teef - Rich gitz - Gains 5 Teef per match win or lose. (in addition to any Teef earned)
Evil Sunz Upgrades: All Mobility upgrades cost 2 Teef less (minimum price of 1 Toof)
4 Teef - Scorcha - See Codex
2 Teef - Burna - see Codex
2 Teef - Real Red paint job - Grot tank counts as Fast
Snakebites Upgrades: The Crew gains Feel No Pain
2 Teef - Rok Chukka: Assault1 Str5 Ap6, Range 12"
4 Teef - Big Rok Chukka: Heavy1 Str6 Ap5, Range 12"
6 Teef - Lil' Squiggoth: Grants Move-through-cover, Increase maxium weapons by 3
2 Teef- Extra krew - Grot Tank Commander gains the Eternal Warrior upgrade, and wounds is increased by 1. Culminative effect.
BloodAxes Upgrades:May sell weapons to other Players (any prices are bargained) This does not include the Blood-Axe specific weapons, there too good to give away!
5 Teef - 'Umie Mortar: see Imperial guard Codex
7 Teef - 'Umie Autocannon: See Imperial Guard Codex
9 Teef - 'Umie Lascannon: See Imperial Guard Codex


LOOT
Your Tank may be armed with a maximum of two weapons, not counting upgrades. If you have too many weapons to arm your tank with, the others go into your Loot Pile. Between battles, you can re-arm your tank with any weapons you have in your Loot Pile, or sell the weapons in the pile to a passing mek for half their original value, rounded down.

CREW
The Tank has three crewmembers. These give bonuses depending on what Crew Tier they have acheived. Note a crewmember has to survive a set amount of games to 'unlock' the next tier and you cannot use a crew tier that is higher than the game tier. This is independant of the tank surviving the battle and the three crewmen are independant of eachother. If one is killed, there is no cost for replacing the grot, but they restart at Tier 1.
Tier 1: Staring point
Gunner - allows one re-roll of missed shot per game
Driver - increases movement by D3
Commander - allows one re-roll of damage on a enemy tank per game
Tier 2: Crew Member survives 3 games
Gunner - Allows two re-rolls of misses per game
Driver - Increases Movement by D6
Commander - -Allows one Reroll of damage on enemy tank per game, Increase bribe by 1
Tier 3: Crew Member survives 5 games
Gunner - Allows 3 re-rolls of misses per game
Driver - Increases movement by D6, May reroll Difficult Terrain
Commander - Crew Gains 5+ Invulnerable save, Allows one Reroll of damage on enemy tank per game, Increase bribe by 1
Tier 4: Crew Members survive 8 games
Gunner- allows 1 re-roll of miss per turn
Driver - Increases Movement by D6+2, May reroll Difficult Terrain
Commander- Crew Gains 4+ Invulnerable save, Allows one Reroll of damage on enemy tank per game, Increase bribe by 2
Tier 5: Crew members survive 10 Games
Gunner - allows 2 re-rolls of misses per turn
Driver - Increases Movement by D6+2 May ignore difficult Terrain
Commander - Crew gain 3+ Invulnerable save, Allows two re-rolls of damage on enemy tanks per game, Increases bribe by 3

If all three crew are killed in one battle, the Tank is considered wrecked

In addition to this, the tank may bring the pit crew into the arena for field repairs. These are represented by three one-use Grot Riggers. None more may be purchased as there are only three grots silly enough to go out there, and they won't be fooled twice!

DAMAGE

The tanks consist of the hull and the engine, and the crew poke their head out occasionally too.
When a shot hits a tank, roll to see where it hits on the tank
1 = Crew. Roll to wound on a crew member of the shooters choice, who has the profile of a grot, except for a 6+ invulnerable save (by the simple tactic of ducking!).
If the Commander is killed, the BS of the Tank is reduced to 2.
If the Gunner is killed, the tank may fire only one weapon per turn regardless of if it moved or not.
If the Driver is killed, the tank has its movement halved (this does not affect weapons fired)
2-5 = Hull, resolve the hit as normal.
6= Engine. Instead of rolling on the Vehicle Damage table after shots are rolled to penetrate, roll on the Engine Mishap Table below.

1-2 - the engine survives unscathed
3- the engine splutters and jerks. Move the target tank it's full distance forwards and treat as having moved next turn.
4- the engine stalls. the tank may not move next turn.
5- the engine rips itself apart. treat as Immobilized
6- the fuel ignites. Treat as a 'Ramshackle' Vehicle exploding

THE ARENA

Games last for 4 turns default, carrying onto a 5ifth turn on a 4+ and a 6ixth on a 5+.
The Battles are fought in an arena with a participating audience, who will throw Random items into the arena.
Deep Strike a box into the arena each game turn (when all players have gone once more). The player with the highest audience bribe can choose to reroll the scatter if he so wishes. If there is a tied bribe, there is no re-roll as the audience is torn between two or more tanks.
The box will remain there until a grot tank drives onto it to pick it up. When that happens, roll a 2d6 to find out what's in the box...
2- Zog me.. - the Loot was actually a high yeild explosive. center a Str 10 Ap 1 blast on the Grot Tank. Roll for damage as normal.
3- Squig! - the Grot tank takes D6 str 4 hits on its front armor as they try to avoid the angry squig.
4- Warboss's Ire -Sumpthin bout da look of the tank upset the warboss. lose D3 teef from before upgrades after the match
5- Experimental Teleporta pack - Remove the Grot tank from the field, Deep strike the tank back in immediately.
6- Dats a box! - No effect
7- Dats a box o stuff! -add 2 Shootas to your Loot Pile.
8- Teef. - Some Ork in the audience clearly voted on the wrong team, gain 1 Toof.
9- Warboss's favorite - Gain 1 Toof from each enemy Team after the match prior to upgrades... as his Nobs give you a cut of the bribes.
10- Lucky! - Some Mek up in the audience droped his experimental Kustom mega blaster, in the following shooting phase you may fire it once at any target in range. the power cells expire at the end of the turn and the angry Mek "retrieves" his gun at the end of the match.
11 - Big Box o teef! - Gain 5 teef
12 - Squig Fuel - For the remander of the game, Treat the Grot tank as "fast"
In games of Tier 4 and above, roll three dice and discard the highest.

Often, the arena contains pits, or land mines or some other suitable danger. Set up the dangers as you would terrain.
If a tank hits one of these dangers, they take a dangerous Terrain test with a modifier of minus however many point above 10 the armour value on the side entering first.
(i.e a tank with side armour 12 is shunted sideways into a danger marker. He takes a dangerous terrain test with a modifier of -2. he rolls a 3, which fails due to the modifier, and is duly Immobilised.)

If more than two turns go by without any tank taking damage beyond a Crew Shaken/Stunned result, the Warboss declares that things are to easy and realeases something on to the field to 'Make dis mor in-trest-ing' Roll a D6.
1- D3 Nobs
2- D6 Nobs
3- D3 Tankbustas
4- D6 Tankbustas
5- D3 Killa Kans w/ Rokkits
6- Battlewagon w/ 4 rokkits, kannon, deff roller

These are treated as having Rage, but if two tanks are the same distance away, they will go for the tank with the lowest audience bribe. Bribes are treated as being that many more inches away from the Surprise unit. (i.e A tank is 9" away, with 3 Audience bribes. Another tank is 11" away, but didn't bribe anyone. The unit will go for the tank 11" away, because the closer tank has 'Bribed' its way out of rage and is treated as 9+3(12)" away.)

Because a Battlewagon does not usually rage, get an impartial player to decide how the Battlewagon would move and fire. If no such person is available, roll a dice...
1-2: Stays still and fires everything at the nearest tank
3-4: Moves 6" and fires the krak kannon at the nearest tank
5-6: Moves full distance and tries to Deff-rolla the nearest tank


The Warboss will get bored by turn 4 however the match is played (he's just that kind of Ork), so watch out!

The last tank driving wins! If more than one tank survives, then the tank that suffered the least penetrating hits may claim bragging rights.

TOURNAMENTS
For ongoing campaigns, after each battle finishes the Grot tanks are awarded Teef to spend on upgrades depending on how well or badly they did.
-blowing up an enemy tank- Gain 3 Teef.
-Immobilizing an enemy tank - gain 1 Toof.
-Survive the game - Gain 2 Teef.
-Compete in the game - Gain 1 Toof.
-be the sole surviving tank - gain 6 Teef.
-finish the game immobilised - lose 1 Toof.
-be destroyed - lose 3 Teef.
Note you cannot have 'minus Teef' The minimum Teef is 0 and and losses beyond that are ignored.

These can be spent on additional upgrades between battles. Once an upgrade is bought, it is kept until destroyed or stolen. (if you buy a weapon and suffer a Weapon Destroyed result, or someone steals it, you lose the weapon and will have to buy it again.)

There are also bonuses for surviving set amounts of games. These are in addition to any upgrades purchased.

Survive 5 games - Gitfinda (see codex)
Survive 10 games - Re-roll Dangerous Terrain tests
Survive 15 games - Armour Values are +1
Survive 20 games - Infiltrate special rule.
Survive 30 games - Scout special rule.
Survive 50 games - Turbo-Boosters special rule (once per game)

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Last edited by tTarragonable on Thu Nov 18, 2010 3:53 pm, edited 17 times in total.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 8:53 am 
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hey, thanks for putting this up! :D

Gotta go make some grot tanks now.

And we gotta give credit to NoneButOne for making these rules!

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 9:11 am 
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Hm... i think the Grot commander needs something, like an experience chart to give bonus BS or such if they survive mutiple games, atm its just a grot who may be hit by the weapons instead of the tank.

i'd say at this stage the rules need playtesting and Refining further, I'd like to see some people play a few games, and see if the prices work well.

-None

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 11:49 am 
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*I looked over the upgrades, and you might need more than 10 teef, Or at least an easier way to make teef.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 11:55 am 
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this is awesome, I might play a game or 10 of them

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 12:18 pm 
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OK this is a great idea but I agree on the teeth. Some kind of weapon needs to be 2 teeth. Because exaple if you buy a mini deff rolla you can't buy any weapons off the bat with 10 teeth. I would love to see this Idea take off. After your Final rough draft is done, come up with some fluff make an intro to the "rule book" and post this elsewhere too. Like DakkaDakka.com The more this get exposure I think it has the potential to become a big underground following. Maybe if it gets enough response maybe a web page :D but I'm getting ahead of yourself. :lol:

I will play test in next week

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 12:44 pm 
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OK, i've edited it around a bit based on your comments. Any better?

ANd absolutely all the credit has to go to Nonebutone for thinking up at least two thirds of these rules.

And to Orkmek101 for the idea.

And to Kanvuss or whoever first made the Grot tanks in the first place. I saw Kanvuss's first but there's so many now I dunno where they came from.

And i'll certainly get some fluff done. I'm thinking summat along the Death Race plot.

EDIT: Got the fluff up. Can you spot the referance?

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 1:28 pm 
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Thats good, but i was thinking if your doing battles in a row, and you get blown up, it would be hard to get back on your feet, Because its hard to get teef. At least, it seems that way to me.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 1:36 pm 
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well, i put the prices high for most of the Better upgrades, just to make the first few games more interesting.

Like.. just because the armor is 10 all around, a generic shoota could potentially do damage early on, meaning that if you bought several you could throw enough rounds to hurt someone..

While the more expensive weapons are the ones that have a far easier time breaking enemy tanks into peices, such as the Kustom Mega Blaster, its higher strength means if it hits in early games it has pretty goods odds of smashing through the armor.

Course, if someone invests in those big guns they dont have very much money to upgrade the less Expensive upgrades.

How about this.

Tier System:
Prior to the Grot Tank battle Tournament beginning, have a Tier selected. the Tier represetns what rank of Meks are entering the game. be it Tier 1, with Mek Gitz who are fresh and new to the Mek World, or up to Tier 5 the Mek Bosses.

Tier 1 - Mek gits - 10 Starting Teef
Tier 2 - Mek Boyz - 15 Starting Teef
Tier 3 - Apprentize big mek - 20 Starting Teef
Tier 4 - Big Meks - 25 Starting Teef
Tier 5 - Mek Bosses - 30 Starting Teef

Please Note, the higher in Starting tier the more deadly the games will be, And as such, for the Box pick up in the arena special rules, Roll 3D6 for the Loot and remove the highest Roll.

Updates:
Weapon Changes:
2 Teef - Shoota
4 Teef - Twin-Linked Shoota
6 Teef - Rokkit Launcha
9 Teef - Twin-Linked Rokkit Launcha

Mobility Upgrades:
6 Teef - MonoWheel - For Cool effect, increase the bribe value by 1
7 Teef - Bouncy Legs- Grants move through cover, and gives a 5+ Dodge save against ramming.
10 Teef - Hova-tech - Reduces the Maximum weapons by 1, Counts as a Fast Skimmer.

Other Upgrades:
5 Teef: Extra loader - Increases Maxium Weapons by 1 -May be bought mutiple times-
8 teef: bomb squigs! - May release 1 bomb squig onto the field. (see Ork Codex) -May be bougt mutiple times-


Clan Upgrades:
With the different Factions of orks each with their own somewhat varied style of combat, they tend to equip their tanks Differently. Grot tanks may choose to align with a single Faction and purchase upgrades from that Faction's Upgrade Section.

Goffs:
Mobility Upgrades:
10 Teef - Deff-rolla-Wheels- Increases maximum Movement by 3, Confers D6 Str 8 hits when ramming.
Other Upgrades:
3 Teef - Big Horns - Increases bribe effect by 2.
5 Teef - Extra Eavy armor - reduces maximum movement by 2, Ignore all Engine hits from damage.

Deffskulls:
Weapon Upgrades:
11 Teef - Looted Tek Gun -Assault 2 Str 8 Ap2 Lance
1 Teef - Looted Shoota - See Shoota Entry
Other Upgrades:
4 Teef - Lucky paint Job.- Confers a 6+ Invulnerable save to the tank.

BadMoons:
Weapon Upgrades:
10 Teef - Twin-linked Deffgun -
Other Upgrades:
7 teef - shiny bitz - Reduces enemy BS by 1 when they attempt to shoot - Enemy gain 1 Teef extra if tank destroyed
10 Teef - Rich gitz - Gains 5 Teef per match win or lose. (in addition to any Teef earned)

Evil Sunz:
Weapon Upgrades:
4 Teef - Scorcha - See Codex
2 Teef - Burna - see Codex
Other Upgrades:
2 Teef - Real Red paint job - Grot tank counts as Fast
0 Teef - All Mobility upgrades cost 1 less

Snakebites:
weapon Upgrades:
2 Teef - Rok Chukka: Str 5 ap 6 Range 12
4 Teef - Big Rok Chukka: str 6 Ap 5, Range 12
Mobility Upgrades:
6 Teef -lil Squiggoth: Grants Move through cover, Increase maxium weapons by 3
Other Upgrades:
2 Teef- Extra krew - Grot Tank Commander gains the Eternal warrior upgrade, and wounds is increased by 1. (may be bought mutiple times)

Blood axes:
Weapon Upgrades
5 Teef - Umie Mortar: see Imperial guard Codex
7 Teef - Umie Autocannon: See Imperial Guard Codex
9 Teef - Umie Lascannon: See Imperial Guard Codex
Other Upgrades:
1 Teef - Unorky! - May sell weapons to other Players (Prices are bargained)




Some upgrades may give a bonus to the bribe value, this is either because the tank is seen as Extra Orky, or the crowd may naturally associate that team with success. In the game sence, treat that Bonus as Teef.
Example:
Player A) has a Monowheel upgrade(+1 Bribe) and has bribed the audience with 2 Teef
Player B) has only bribed the audience with 3 Teef
In this situation, there is a tie between the two players, Player A might have payed less Teef, but with the audience supporting his tank, neither side gets to chose to reroll the Scatter.

-None

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 1:40 pm 
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You never cease to amaze me! :)

I really like the tier idea, it solves the problem of the teef.

I have no other ideas, it all seems pefect.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 1:52 pm 
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I agree with the Tier system, I'll edit that in.

I don't see the point of the Monowheel. Why spend 6 Teef for 1 more audience favour, when you can just give them one more Toof?

I like the different clans, but I'm not sure about the Clan upgrades though. Maybe just simplify them into Clan Traits, like Chapter traits but Orky. So more like these...

GOFFS-Weapons cost 3 less Teef
BAD MOONS - 3 extra Teef per battle
SNAKEBITES - Commander has 2 Wounds and Eternal Warrior
BLOOD AXES - Infiltrate, may barter with other players for weapons.
EVIL SUNZ - Mobility Upgrades cost 3 less Teef
DEFF SKULLZ - Sabotage cost 3 less Teef
or something

I'll put yopour idea in though, because your ideas are always better than mine :wink:

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Last edited by tTarragonable on Sat Apr 17, 2010 1:58 pm, edited 1 time in total.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 1:58 pm 
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You have to play lots of games to get enough teef. What if your commander grot dies game over? Seems to easy of a senario. Also I like the Idea that you play the Roll of a Mekk setting up your grot tank and RECRUITING your grot team. THIS could add some further dimension. Whoever is on top teef wise after each tourney is considerd the BIG Mekk. Each Tourney should be like ten games. Doesnt have to take one day

say you can upgrade your grot crew , commander, gunner, and driver either by exp or buying more experienced ones from other mekks.
lvl 1 norm no extra bonuses
lvl 2 commander gets force opponite to re-roll one successful hit to engien a game, gunner gets one re-roll to hit a game, driver gets one extra inch on movement
lvl 3 on top of lvl 2 bonuses commander gets invuln save 5+, gunner gets BS 4, Driver gets 1d3 extra inches of movement

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 2:01 pm 
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hm.. perhaps your right, 2 Teef would work better for the monowheel. I kinda wrote the name n price down, then thought up other stuff and went back to the monowheel afterwards.

as for the clans, eh... perhaps, i wanted to make tanks more unique per player, cause atm, it would end eventually with very similar designs per tank.. with the clans, theres weapons that no one else can get ahold of.

perhaps make a bonus for picking a clan, along with the upgrades? So you can align with one faction, but not have to invest much teef into that faction if you dont want to?


Edit:
Concerning the Crew, your right about how its a bit odd amt in the way its designed.

How about this, All Tanks begin with a Gunner, Driver, and Commander.
and instead of hits against the Commander only, you get a hit against the crew. Who give bonuses along as they are alive.

Like...
Tier 1: Staring point
Gunner - allows one re-roll of missed shot per game
Driver - increases movement by D3
Commander - allows one re-roll of damage on a enemy tank per game
Tier 2: Crew Member survives 3 games
Gunner - Allows two re-rolls of misses per game
Driver - Increases Movement by D6
Commander - -Allows one Reroll of damage on enemy tank per game, Increase bribe by 1
Tier 3: Crew Member survives 5 games
Gunner - Allows 3 re-rolls of misses per game
Driver - Increases movement by D6, May reroll Difficult Terrain
Commander - Crew Gains 5+ Invulnerable save, Allows one Reroll of damage on enemy tank per game, Increase bribe by 1
Tier 4: Crew Members survive 8 games
Gunner- allows 4 re-rolls of misses per game
Driver - Increases Movement by D6+2, May reroll Difficult Terrain
Commander- Crew Gains 4+ Invulnerable save, Allows one Reroll of damage on enemy tank per game, Increase bribe by 2
Tier 5: Crew members survive 10 Games
Gunner - allows 2 re-rolls of misses per turn
Driver - Increases Movement by D6+2 May ignore difficult Terrain
Commander - Crew gain 3+ Invulnerable save, Allows two re-rolls of damage on enemy tanks per game, Increases bribe by 3



Its Free to replace these crew, as Grots are overall underskilled and can do any job they are forced to do so, but it makes games where your crew gets killed off harder and harder.

also the Tier conencide with the starting Tier for Teef, meaning the better the tank is, the better the crew is.

there could also be a high cost upgrade to make your Grot tank a TinGit Tank, where the Crew is removed, and the rolls against them negated, but you keep the same benefits as the basic Crew (as they have been replaced with a Tingit brain)

-None

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Last edited by Nonebutone on Sat Apr 17, 2010 2:13 pm, edited 1 time in total.

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 2:11 pm 
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Thats good, i'll sort it out.

Edit: ...you're full of good stuff. I'll stick that in to!

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 Post subject: Re: Grot Tank Battles!
PostPosted: Sat Apr 17, 2010 3:05 pm 
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Engine damage is a tad too easy, the hull should be easiest to strike. I'd say make the engine a 6 and the hull extend out to 5.

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