|
Post by treadiculous on Mar 31, 2013 18:54:22 GMT -5
Ay up,
I was wondering if anyone had the old Ork codex to hand which details the pulsa rokkits BEFORE they became the awful apocalypse unit they are now...
I have 2 of these old beauties and would like to field them using the older more sensible rules in which they didn't completely f*~k up the entire game.
If anyone can help that'd be great!
|
|
|
Post by zeke on Mar 31, 2013 19:12:41 GMT -5
Do you know what codex its from? (like which edition)
|
|
|
Post by Trooper One-Nine-Seven-Four on Mar 31, 2013 19:47:40 GMT -5
IIRC they may have been in 2nd edition, or possibly even Rogue Trader era books... None of which I have, unfortunately. I have a friend who may, but he lost a ton of stuff when he moved across country. If you like me to ask him, please shoot me a PM (as I most likely will lose track of this thread after tonight).
|
|
|
Post by zeke on Mar 31, 2013 20:30:58 GMT -5
I have some of the old rule books ill check when I can. I don't have them on me.
|
|
|
Post by WestRider on Mar 31, 2013 21:16:45 GMT -5
The 2nd Ed Pulsa Rokkit Rules did completely F$%^ up the Game. In an edition full of broken stuff, they were near the top. For a couple hundred Points, you could pretty reliably shut down an Enemy Army almost completely for the entire Game.
The only thing I know of that they've been since then is Counts-As Lobbaz.
|
|
|
Post by treadiculous on Apr 1, 2013 17:57:03 GMT -5
was looking in my scenery storage for other things and discovered I had the original rules I was after... the effects are better, much less devastating than the apocalypse version:
range = 2D6" radius from final placement of the rokkit (after scatter and its rather interesting range system). Anything hit by the rokkit can't move or shoot next turn, but unless the ork player rolls a double it fizzles out after the first use.
still is a very potent tool for an ork general to have... here's my interpretation:
Must guess the range and scatter a full 2D6" regardless of rolling a hit, reduce the range of effect to a single D6" radius and allowing it to function again on the roll of a 1 or 2 (it was warming up first time round). infantry effected may only snap fire, stationary ground vehicles count as moving combat speed when firing (unless traveling further). moving ground vehicles must make a dangerous terrain test. Cost 50 points, AV11, 1 HP - if destroyed place a large blast over the rokkit S6 Ap 5
... maybe...
|
|