Tuesday, February 24, 2009

Ork-43 Infantry (Type 2) Tank Bustas

Here's the 2nd unit I've come up with. The Tank Busta's.


Tank Busta's (size 2)
Type: 2
Number(s) 10 to 15
Standard Equipment: Rokkitt Launcha and Choppa
Optional Equipment: Grenades
Special Weapons: Tank Hammer or Bomb Squiq
Specialists: Painboy; Kombat Engineer

Tank Busta's Glory Hogs MV: 18, Mrl: 8, Armor 5, Combat 8

Ranged WeaponsRangeROFAOEPEN
Rokkitt Launcha02/0-12/2
Special Weapons:


Tank Hammer61/0-18/2
Bomb Squiq (Indirect fire)401/0-17/3

EquipmentStandard Number (1)Maximum Number(2)Extra Fighter
Standard160 AP300 AP+15 AP
Grenades200 AP350 AP+20 AP



(1) 10 Tank bustas, including 2 special weapon and 0 to 2 specialists + 0 to 1 officer
(2) 15 Tank bustas, including 4 special weapon and 0 to 2 specialists + 0 to 1 officer

Friday, February 20, 2009

Ork-43 Infantry (Type 1) Gretchin

I've created my first Type * (1) infantry unit for Ork-43 (what I'm calling my conversion of Warhammer 40k Orks to AT-43). Please be reminded that no playtesting has been done yet so when all is said and done, this might not be balanced.... YET! Once I have all the units and costs done my group will be play testing and modifications will be made. Once the whole document is finished, I will be posting the "Army Book" and people will be able to download it for free. I will also try to come up with Cards for these units. If anyone knows a good artist that would like to volunteer for that job, I'd be glad to have the help. Otherwise people will be stuck with my crappy photoshop skills.

But without Further ado....


Gretchin (Size 1)
Type: 1
Number(s): 10 to 30
Standard Equipment: Blasta and Stabba
Optional Equipment: Grenades
Special Weapons: None
Specialists: Mekanik
Officers: Rank 1

Gretchin (size 1) MV: 12, Mrl: 6, Armor: 3, Combat: 3
                                              Range   ROF  AOE  PEN
Standard Ranged Weapons:
Grot Blasta                             0         4/0       -        3/1
Mêlée weapon
Grot Stabba                            5         1/0       -        5/1
Optional Weapons:
GRENADES (indirect fire)      0         1/0      1        4/1

Equipment      Standard Number(1)      Maximum Number(2)      Extra Fighter
Standard                         30 AP                                    90 AP                           +3 AP
Grenades                         80 AP                                 240 AP                           +8 AP

(1) 10 Gretchin, including 0 to 2 specialists + 0 to 1 officer
(2) 30 Gretchin, including 0 to 6 specialists + 0 to 1 officer

Mekanik: The mekanik has the "Repair" ability. At the beginning or at the end of his unit's activation he can repair a friendly armored fighting vehicle within 2.5cm of him. The armored fighting vehicle recovers 1 SP in a location chosen by the player. Destroyed parts may be repaired.

A Gretchin officer cannot be the Company Commander of any Ork company unless Gretchen are the only Ork unit on the field even if there are Ork units that do not contain an officer that are not Gretchin.

Sunday, February 15, 2009

Ork Special Rules

I've been thinking Hard about Ork special rules. Rules that only pertain to them that would help balance out the Large number of models that players will be able to field.

So here's what I've come up with at the Moment.

WAAAAAGH! (Card inserted into activation) move all orc units up to 6cm. If orc units come into contact with enemy units, orc units may make a Combat attack. If attacked unit is destroyed, then unit may move another 6cm. If contact is made with an enemy unit, a combat attack may be made (lather, rise, repeat).

Mob Rule: Orcs are brave as long as there is another orc around to compete with for glory and bloodshed. Orc Infantry units do not roll morale checks due to loses until there is only one model left unless specified by another rule such as a faction special rule.

Recycled Technology: Orcs equipment is used / scavanged from previous battlefields and the ranged weapons re designed to make big boom noises, hence they are prone to misfirings. When Type 1 or Type 2 Ork Infantry Units make shooting attacks, only 1/2 of the unit may shoot, the other half is clearing jammed weapons.

Furious Charge: On the Activation where an Orc unit enters into combat, attack roll required is read as one result better (ie 4+ is now a 3+).

Edit/add
"Shuddup 'n listen ta me!": An Ork officer may execute one member of the ork unit he is attached to instead of spending LP in order to take a unit from Disorganized to Valiant.
end Edit/add

On the Officer Titles: I have come to realize that there are characters like Kaptain Badruck (or what ever his name is). So I've come to the conclusion that Orks have similar titles for their leaders as humans do except the Warboss. That title will be reserved for the Rank 5 position. So I'll be posting an update list of the officer titles in the next post.

If anybody is watching this blog and the development of the Orks for AT-43, I would appreciate your comments.

TTFN!

Friday, February 6, 2009

Ork conversion: Officer titles

AT-43 has 5 ranks of officers and those officers can be attached to any unit. Now 40K only allows 2 HQ choices. So I'm having to come up with the titles for these items that never existed in the Ork meliue.

Some ideas are:

Rank 1: Arm Breaker
Rank 2: 'Ead basha
Rank 3: Boss
Rank 4: Big Boss
Rank 5: Warboss

Rank 1: lil' boss
Rank 2: boss
Rank 3: Big Boss
Rank 4: Battle Boss
Rank 5: Warboss

As you can see this not that easy, especially keeping the names Orkish.

Got to admit, this whole conversion thing is showing me how game design sort of works and all th considerations that have to go into it.

Tuesday, February 3, 2009

Ork Conversion (Factions)

As I mentioned in my post the other day, I'm converting GW Warhammer 40k Orks to be used in AT-43.

I'm going to start off with the Factions for the Ork army. Unfortunately Orks don't have factions, so I based them on some of the different Ork tribes.

If you have any comments, please let me know. I have not had a chance to play test yet since I don't have all the units worked out yet.

Goffs
Advantage: All Combat attacks are read as one result better.
Disadvantage: Cannot take any unit that has the "stealth" special ability.
Platoon Pattern:
Infantry Unit (**)!
Infantry Unit (**/***)
Infantry Unit (*/**/***)
Armored fighting vehicle unit (*)
Armored fighting vehicle unit (*/**/***)


Evil Sunz
Advantage: AFV's can capture objectives.
Disadvantage: Lose game if all AFVs are destroyed.
Platoon Pattern:
Armored Fighting Vehicle Unit (*/**/***)!
Armored Fighting Vehicle Unit (*/**/***)
Infantry Unit (*/**/***)
Infantry Unit (*/**/***)
Infantry Unit (*/**)


Snake Bites
Advantage: Gain +1 extra infantry fighter / rank for free.
Disadvantage: If Commander Dies, morale must be rolled every activation and is read at one result lower

Platoon Pattern:
Infantry Unit (*/**)!
Infantry Unit (*/**/***)
Infantry Unit (*/***)
Infantry Unit (*/***)
Armored fighting vehicle unit (*/**/***)


Deathskulls
Advantage: All heroes gain the "stealth" special ability (and pass it on to the unit they are attached to).
Disadvantage: Must roll morale not to go after the most "high tech" enemy unit (start with Rank 3 AFV's and work your way down the list)

Platoon Pattern:
Infantry unit (*/**)!
Infantry unit (*/**)
Unit of soldiers (***)
Unit of Soldiers (***)
Armored fighting vehicle unit (*/**/***)


I tried to follow the Ork Codex as best I could for these tribes and think of the AT-43 Universe and attempt to fit them in. Again, there's been no play testing, but I'm steadily working on the units so hopefully I'll have that by months end.

I'll post items as I come up with them. If you want to leave comments, please do so.