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My good friend Blacktemplar123 (a fellow member here) made these rules for the campaign that we are starting tomarrow! The Black Templar have a keep on a world (name forgottten ATM) and massive tyrranid fleet is headed this way. The Black templars have sent out a distress call and the tau (new codex) and Deamonhunters have answered it. The Black Templars have decided to an unstable alliance with the tau until the tyrranid menace has passed.
thats all witht he fluff for now. We had decided that since there will be a battle that is defending a major tank factory, there should be some looting/jacking rules. we came up with this idea since we saw that the orks can loot any vehicle (at a cost), so we decided to make our own in game looting rules. since we were fighting nids, we did not know what to loot, so we decided to have a tyrranidhost (just like a deamnhost)
any suggestions will be welcome the campaign will start in approximatly 15 hours.
There is only one looting unit per army. You may only jack one unit from the other team. Vehicles must be immobilized or destroyed but not blown up. To jack you must be in base contact. If vehicle is immobilized, the jacking unit roles a D6. On a 1 something goes wrong and the vehicle blows up (penetration chart, #6). To jack, you must get a 5 or 6. To jack a destroyed vehicle you must role a 4, 5, or 6 to jack. On 1 it suffers the same effect as the immobilized. When you jack a vehicle your whole unit goes into the vehicle and is removed from play. On the battle you jack it you must role a D6 every turn. If you roll a 1 it suffers a penetration hit on the chart. In the following battles you donâ€™t have to roll for this because you have become experienced using the unit. A jacked vehicle may not change its weapons or options. It stays exactly to the same except repairs are made (immobilized, weapon destroyed, etc).
Jacking carnifexs is about the same as the vehicle. If the carnifex has two wounds left the jacking unit in combat with them you role a D6. On a 6 you capture its soul and it becomes your. If the carnifex has one wound left the jacking unit in combat with them you role a D6. On a 5 or 6 you capture its sole and it becomes your. If the carnifex is killed in combat the jacking unit in combat with them you role a D6. On a 4, 5, or 6 you capture its soul and it becomes your. If this happens it can't be used until the next battle. In the next battle it is deployed exactly like a deamonhost. You may not change any of its equipment or such. It has to be field exactly the same as it was in the battle you jacked. Next battle is back to full health and such.
For jacking a unit/vehicle that unit gets D6 X 100 experience points.
i need to find something interesting to put here
Ok Scotty, jokes over... NOW BEAM UP MY CLOTHES!
You need to learn to set out your rules a bit better - these are very difficult to read. It's less of a design problem and more of a formatting problem, but that can be solved.Originally Posted by cllzzrd19
Right, as for the rules - it's a nice idea, but i don't really think it's feasible in game terms. So your jacking unit, for a points value that is probably much less than my land raider, has a 50/50 chance of stealing it, and even moreso (factor in the rolling of a 1 - that's a massive dent in my points) chance of nullifying it altogether? And then can use it against my own unit? Ouch, very, very broken.
As for the rolling every turn for it - that's still broken, as if it's destroyed, that's still one enemy vehicle destroyed for much less points cost than you.
Now, as for the carnifex, this is also pretty bad, in fluff and game terms. Carnifii are supposed to be combat monsters - a unit designed for looting vehicles is gonna get mashed before it even has a chance to "capture the carnifex's soul." And besides, carnifii don't have a soul - nearly all non-synapse creatures are entirely soulless and simply controlled by and are a vessel for the hive mind - therefore unless you want to try and bottle the hive mind or whatever the soul-stealing thing does(which you couldn't do), then, well it's unfeasible. Also, a non-nid army having a carnifex? Broken.
The fluff pretty much goes against it too - i imagine that it'd be slightly difficult to loot a destroyed vehicle, seeing as if it was still capable of moving under it's own power or with quick battlefield repairs the crew would've done it anyway, being an experienced tank crew with an engineer that would know how to do things like that. We're talking the vehicle's had it's fuel tank holed, the crew and instruments have been flamed, or it's simply on fire or something. Simply getting in would be a problem too - hatches will no doubt be sealed shut somehow, and would not be able to be pulled open without high explosives that would damage the tank beyond repair. And i'd like to see a looting crew take over a rhino or land raider with a full belly of space marines, or a machine spirit that's likely clever enough to simply remove all the air from the cabin when the enemy takes control. And how are they supposed to take over things like Monoliths, or even eldar vehicles? The former would probably bind them up in living metal or zap them (and is futile anyway as it has no crew) and the latter - well, "What does this button do?" *whine* "Self-destruct...activated..." It takes high Imperial linguists to translate eldar text, and even they can't do a good job with it - as such even if the instructions were written on the buttons i doubt they could do anything.
Anyway, as I said, it's a nice idea - unfortunately, at the moment, it seems totally unfeasible, and, well, broken. Maybe change it to a single use EMP grenade or Bug or something that means the vehicle (just vehicles - no more of this carnifex soul-stealing nonsense) shoots at the closest unit in range with all of it's weapons, for one turn, but can still move and that under it's own power.
Last edited by Lordofchange; March 25th, 2006 at 10:44.
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