Showing posts with label homebrew rules. Show all posts
Showing posts with label homebrew rules. Show all posts

Monday, August 1, 2011

Madboy Mundayz - Phobiaks Part 2

Ok, here it is quick and dirty...rules for 5th ed Phobiaks...


0-1 Phobiak Madboyz

Note: No more than one unit of Madboyz may be taken regardless of what type of madboyz they are.

Unit size 5-20 Madboyz

Armed with slugga and choppa.

May be armed with shootas for no additional points.

3 points per Madboy

One Madboy may be upgraded to a Painboy at +10 points






Additional Rules

Roll a D6 at the beginning of each ork turn, and consult the chart below.


1
Waaargh, jibber -jibber - The unit becomes catatonic realizing how big the universe is, or how dangerous battle truly is.  Whatever the case, they are decidedly un-orky until the next ork player's turn.
2
It's gonna get us, Run Away! - The boys are convinced something terrible is chasing them.  (Or in front of them, or to one of their flanks.)  Move the unit 3d6" in a random direction as indicated on the scatter dice.

3
Quick!  Werz sumtin to hide behind?! - The unit decides that they need to hide, quickly!  The unit moves  2d6 towards the nearest cover, and will immediately go to ground this turn.  If the unit has enough movement as indicated on the dice to move into cover, they may do so, and not go to ground.

4
Oomies!?  We hatez oomies! - The boyz see the nearest unit (friend or foe) as oomies, and they hate oomies.  The unit must shoot at the nearest unit in the shooting phase.  (friend or foe - normal armor saves apply)


5
Everyone is lookin' at us!  - The boyz are suddenly afraid that the entire ork society is watching them, and they better act decidedly orky so as to impress the rest.  The unit counts as having invunerable saves, and being fleet for this turn.  But, they must charge the nearest enemy unit with the highest point cost.  If there is one or more enemy units tied in points, then the controlling player of those units chooses which one is charged.

6
Waaagh! - This unit incites a waaagh in the rest of the army.  (Treated as a sucessful weirdboy power.)



Let me know how these rules workout, as I have not had a chance to playtest them yet.

Monday, July 25, 2011

Madboy Mundayz - Phobiaks

Git yer straightjackets on, cause dis 'ere is anuvver madboy article! 

This week, we are looking at the Phobiaks.  Mostly doing more harm than good, phobiaks were the epitome of madcap madboy units in 2nd edition.

Here is what their original behaviour chart looked like...


Next week, we will look at some rules for 5th ed. that make it actually worth taking this unit in your army...

Wednesday, July 20, 2011

Moroniks *UPDATE* (see edit note at bottom)

So after reading last week's article about Moroniks, you can't wait to use them in your own games of 40k right?  Well, your wait is over! 
Here are the rules for utilizing Moroniks in your battles!  Now, get them out there, and watch the madness ensue!


0-1 Moronik Madboyz

Note: No more than one unit of Madboyz may be taken regardless of what type of madboyz they are.

Unit size 5-20 Madboyz

5 points per Madboy

Armed with either a slugga and choppa, or a shoota for no additional point cost

One Madboy may be upgraded to a Painboy at +10 points







Additional Rules

Roll a D6 at the beginning of each ork turn, and consult the chart below.


1

The last one to hit da big fing is a sissy! - The unit opens fire on the nearest vehicle within range (friend or foe, it can NOT be this unit)  if there are no units in range, this unit may not move or shoot next turn.
2
We'z goin' on strike! - The boyz decide that they want more of the loot after the battle, so they go on strike, and may not move or shoot for the remainder of the game.  (A sucessful leadership check, or another mood, negates this effect.)
3


Wanderin' Off - The boyz decide they had enuff battle for one day.  (Truly only an insane ork would think such things.)  The unit moves 6" in a randomly generated direction, utilizing the scatter dice.  This counts as their movement for the turn, and may act normally the rest of the turn.

4

We's Skirmishin'  - This unit receives +1 to cover saves, in addition, this unit may double its coherency up to 4" until a new mood is rolled.

5


Whatz dey doin? - The unit must move directly towards the nearest enemy unit.  (To get a closer look.  Due to this strange behaviour, it baffles the enemy.)  This unit  may not be shot at or charged until the following opponent turn, and it may not shoot or charge until the following ork turn.

6
Waaagh! - This unit incites a waaagh in the rest of the army.  (Treated as a sucessful weirdboy power.)


Edit: I had a follower contact me, and suggest I change the point cost and make it lower, as there are more negatives than positives when taking these units.  SO, in my fervor, I think I let the gate swing too far on the conservative side, in order to (in my mind) make it balanced.  Here I updated the points cost to make them more worth while.