Stompa: Difference between revisions
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===Supa Stompa=== | ===Supa Stompa=== | ||
These are essentially suped-up Stompas which straddle the border between a regular Stompa and a Gargant. These machines rank somewhere between a Reaver Titan and a Warhound Scout Titan in terms of overall fighting strength, though every Ork walker is different in it's own special ways. As expected, these larger Stompas are big enough to carry truly super-heavy ordinance, often wielding looted Earthshakers or Volcano Cannons on one arm, and Titan-scale close combat weapons in the other. These Stompas exist as a go-between for Big Meks that can't scrape together the | These are essentially suped-up Stompas which straddle the border between a regular Stompa and a Gargant. These machines rank somewhere between a Reaver Titan and a Warhound Scout Titan in terms of overall fighting strength, though every Ork walker is different in it's own special ways. As expected, these larger Stompas are big enough to carry truly super-heavy ordinance, often wielding looted Earthshakers or Volcano Cannons on one arm, and Titan-scale close combat weapons in the other. These Stompas exist as a go-between for Big Meks that can't scrape together the orkpower or resources for a true city-leveling Gargant, but want to mount yet-larger (or simply more) weapons on a Stompa, without risking it toppling over when all the guns fire at once. Some in the Imperium have considered calling it the deadliest weapons in the Ork Horde, despite the fact that there are [[What|larger Gargants with even more powerful weapons lurking around.]] | ||
==Fanmade Rules== | ==Fanmade Rules== |
Revision as of 15:00, 7 September 2018
A Stompa is what happens when an Ork Mek decides that his biggest Deff Dreads aren't stompy enough and that they need sumfing bigga. Essentially, the Stompa is a smaller version of an Ork Gargant and is an equivalent of an Imperial Warhound or Imperial Knight. Like most Orkish machinery, each Stompa is a unique effigy to their gods Gork and Mork, with each having a different layout and appearance to be distinguishable from one another. Like most Ork titans the Stompa is usually equipped with one of several close combat weapons for extra killy (such as an oversized chainsaw or a giant hammer to smash sum gitz!), an oversized main gun of some description, and various assortments of guns situated everywhere else, for maximum Dakka.
Variants
So far there are numerous variants of Stompa afoot in the Orkish Hordes across the galaxy. Only five confirmed sub-classes of the Stompa have been studied by the Imperium, the Digga Stompa, the -Orkanauts, the Goff Stompas, the Mek's Stompa, and the Supa Stompa.
Digga Stompa
An old stompa variant that never saw the light of day in Warhammer 40,000 proper, the Digga Stompa is the tiniest Stompa. Often built by Grots during a huge Waaagh! under the nose of a busy Big Mek, or by a group of ambitious Boyz without a Mek in sight, the Digga Stompa is generally considered kind of crap. Armed with close combat weapons and a few man-portable heavy guns, maybe a real Big Gun if they are lucky, these pot-bellied walkers aren't even considered titans. They stand taller than a Mega-Dread, and can most likely take more hits before going down, but they couldn't go toe-to-toe with one. Most of their combat effectiveness, if you could call it that, came from their sheer size, lesser vehicles would be smashed by their ham-fisted claws, and infantry would be crushed under their waddling feet.
These were led by the dozen into the teeth of the enemy, essentially fodder for infantry or tanks to shoot at while the real Stompas and Gargants closed in for the kill. The name comes from the Ork word for Human Ork-wannabes that join up with an Ork warband, paint themselves green, and fight beside the proper Boyz: Diggaz.
Gorkanaut and Morkanaut
Despite what anyone will tell you, -Orkanaut walkers are Stompas. They fit perfectly in the size and power classification for a Stompa, as defined by the old Epic games. Go check them out.
Goff Stompa
The Goff Stompa is essentially what happens when the Orks really wants to get in close and personal. Removing the main gun arm with an extra close combat weapon for extra killiness, the Goff Stompa was popularized by the Goffs (who would've thought!). Usually a Goff Stompa can be equipped with giant claws that can grab and throw a tank like a toy car while others are equipped with a giant steam roller to turn enemy infantry into a red paste.
Since these Stompas forgo any kind of main ranged weapons, they often come equipped with enhanced legs and larger engines to propel themselves toward enemy lines faster. They also tend to favor using flame weapons as a defense against boarders.
Goff Rock-an-Rolla
Somewhere along the line, the Goff Klan got the bright idea to ROADA ROLLA their enemies. So, they strapped a giant spiked steam roller on their Stompa and thus the Goff Rock-an-Rolla was born. This monster eats infantry and small vehicles alike, demolishing them into an icky paste of blood and mush, but can't kill other Titans very well. It cuts huge lines in enemy troops, and takes no prisoners with armies that rely on massive infantry numbers such as the 'Nids. The Rock-an-Rolla falls obviously short against Titans and other super heavies, but the Goffs don't really pay much mind do anything that isn't putting axes in meaty faces. (Seriously that roller is only going to tickle the feet of a Warlord Titan).
This is a true Stompa design. Not whatever Games Workshops is calling a Stompa these days, but a tried and true Epic-scale Stompa. A walker the size of a true Stompa would be much more mobile and better for mowing down infantry, the commander would be lower to the ground and thus better able to see the gore, and a Stompa would be less of an investment and therefor give the Goffs a better incentive to experiment and actually make this guy in the first place. Comparing this guy to the other Goff design only reinforces this notion.
Goff Klawstompa
Similar to the Goff Rock-an-Rolla, the Goff Klawstompa trades in its gun arm for another close range weapon in order to shred enemy titans up close and personal. A pure close combat Stompa, it has two giant claws, and can punch out other Titans in one round of close combat. It's designed to take down other Titans and assorted super-heavy vehicles, and has more attacks in close combat than the Tyranid Bio-Titan. Too bad other Titans can hit this enemy crab's weak point for massive damage (double meme?) before it closes the distance, as it has no ranged weaponry to defend itself with. Still, it can't be stopped by anything once it hits enemy lines... if they could even get there before being reduced to molten metal by a Volcano Cannon to the face. Still, when you want to punch an enemy Titan (or one of those pesky Forge World-produced Knights) in the face, accept no substitutes.
Mek's Stompa
The Mek's Stompa, as its name suggests, are built by an overly ambitious Big Mek (or even a group of them) and are often seen as a direct opposite to the Goff Stompa. Most Mek's Stompas are a kind of gift from a Warboss to a Big Mek, if the Mek made the Warboss a Supa-Stompa or a Gargant, he can look the other way whilst the Mek siphons off resources to make a walker of his own. That, or the Mek is drumming up his own Waaagh!, and his Stompa is the first best titan he can throw together. The Mek's Stompa switches its close combat weaponry for even more Dakka, usually armed with massive cannons, rapid-firing gatling guns that spew out tank shells, an assortment of lesser guns, and sometimes a plethora of different rokkits, some piloted by Grots (willing or otherwise). For defense, a Mek's Stompa can be protected by a force field, a rarity for Ork walkers of this size, but knowing the Orks the chances of it protecting the stompa against other titans is slim.
Supa Stompa
These are essentially suped-up Stompas which straddle the border between a regular Stompa and a Gargant. These machines rank somewhere between a Reaver Titan and a Warhound Scout Titan in terms of overall fighting strength, though every Ork walker is different in it's own special ways. As expected, these larger Stompas are big enough to carry truly super-heavy ordinance, often wielding looted Earthshakers or Volcano Cannons on one arm, and Titan-scale close combat weapons in the other. These Stompas exist as a go-between for Big Meks that can't scrape together the orkpower or resources for a true city-leveling Gargant, but want to mount yet-larger (or simply more) weapons on a Stompa, without risking it toppling over when all the guns fire at once. Some in the Imperium have considered calling it the deadliest weapons in the Ork Horde, despite the fact that there are larger Gargants with even more powerful weapons lurking around.
Fanmade Rules
This is for the fanmade rules of the various Stompas that GeeDubs were too lazy to make.
Goff Rock-an-Rolla
A Goff Rock-an-Rolla is a single model, it is armed with a Gut Busta, a Kannon, four shoulder mounted Big Shootas and a Huge Choppa with a built in Huge Skorcha. This model may also crush almost anything with its Assorted Rollas and Choppas.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Goff Rock-an-Rolla | * | * | * | 8 | 8 | 80 | 4 | 8 | 3+ | 2000 |
Remaining W | M | WS | BS |
---|---|---|---|
65-80+ | 12” | 2+ | 5+ |
40-64 | 10” | 3+ | 5+ |
20-39 | 8” | 4+ | 5+ |
10-19 | 6” | 4+ | 6+ |
1-9 | 4” | 5+ | 6+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Gut Busta | 72" | Heavy 2D6 | 8 | -2 | 2 | This weapon counts as 4D6 against units with 10 or more models. |
Kannon | - | - | - | - | - | Choose a profile when firing this weapon. |
-Metal Bawkes Shell | 72" | Heavy D3 | 9 | -3 | 4 | - |
-Humie Shell | 72" | Heavy 3D3 | 5 | -1 | 1 | - |
Big Shootas | 36" | Assault 3 | 5 | 0 | 1 | - |
Huge Skorcha | 16" | Heavy 3D6 | 6 | -2 | 2 | This weapon automatically hits its target. |
Huge Choppa | Melee | Melee | x2 | -4 | 6 | - |
Assorted Rollas and Choppas | Melee | Melee | +2 | -3 | 2 | Hits from this weapon count as 3 hits, and any successful wounds against INFANTRY inflict 2 mortal wounds instead of their normal damage. |
Abilities:
- They see me rollin, they hatin: I'll just have to say I'm too green and Orky.
- If this model would move over a unit (friend or foe) without the FLY, VEHICLE, MONSTER or TITANIC keyword then that unit suffers D3 mortal wounds. In addition, whenever this model successfully charges an enemy unit, that unit suffered 2D3 mortal wounds.
- Flatten the lot of it!: we’ll put a water feature in there and convert that imperial bunker into a wine cellar.
- If this model would move over a piece of terrain or scenery (except water or fortifications) remove that piece of scenery as the model flattens it.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
- Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
- At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.
A Goff Rock-an-Rolla can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, GOFF
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, GOFF ROCK-AN-ROLLA
Goff Klawstompa
A Goff Klawstompa is a single model, it is armed with two Da Spikey Klaw's, and it may crush its foes beneath its Stompy Feet.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Goff Klawstompa | * | * | - | 10 | 9 | 80 | 8 | 8 | 3+ | 2000 |
Remaining W | M | WS |
---|---|---|
65-80+ | 12” | 2+ |
40-64 | 10” | 2+ |
20-39 | 8” | 3+ |
10-19 | 6” | 3+ |
1-9 | 4” | 4+ |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Da Spikey Klaw | Melee | Melee | x2 | -5 | 10 | Add 1 to this hit rolls for this weapon against TITANIC units. |
Stompy Feet | Melee | Melee | User | -3 | 3 | Make 3 hit rolls for this weapon instead of 1. |
Wargear Options:
- "Paint it Purple" 500 points.
Abilities:
- Zoggin el! Where id I ark da Stompa?: Gof's are tactical genius' by ork stadards, having mastered such brilliant tactics like "deploying troops at night", but they haven't yet learnt to turn off their head lights while doing so. They also have a bad habit of losing troops through such maneuvers, mostly because the orks simply get lost in the dark.
- You may "kunninly eploy" this model in reserve instead of setting it up on the battlefield during deployment. At the start of any of your turns you may attempt to deploy this model, if so, roll a D6 and consult the table below (all deployments count as moving, so unless specified the Stompa may not move until your next turn).
- 1, Where the zog are we now?: The Stompa has become lost trying to find the battlefield and may not be deployed this turn. If you roll a 1 in the next turn trying to deploy this model then it is treated as "gotten bored and started fighting itself" and is treated as slain.
- 2, Ank Mork wez inally ere!: The boyz have somehow managed to find the fight, set up the Stompa on any board edge more than 12" away from any enemy units.
- 3, I see em boss!: The "actical ploy" has somehow worked, set the Stompa up more than 12" from any enemy models.
- 4, Idin in plain sight: The Stompa is taking advantage of a tiny piece of terrain to hide itself from enemy units, set the Stompa up more than 9" from enemy units and it counts as being in cover until your next turn and enemy units must subtract 1 from their hit rolls made against this model until your next turn.
- 5, WAAAAARGHH!: An orks wet dream, the enemy is within charge range, set the Stompa up 6" or more from an enemy unit and it adds 1" to its charge distance in the following charge phase.
- 6, I ink we stood on one boss: The Stompa has somehow managed to sneak past the enemies detection grids, spotters and all common sense and has stumbled right on top of an enemy unit. Deploy the Stompa within 1" of any enemy units (aka, into melee with that unit), if that unit lacks the TITANIC keyword then it takes D3 mortal wounds as the Stompa accidentally steps on them. If the unit does have the TITANIC keyword then the enemy unit and the Stompa both take 2D6 mortal wounds as the Stompa painfully collides with the enemy Titan.
- You may "kunninly eploy" this model in reserve instead of setting it up on the battlefield during deployment. At the start of any of your turns you may attempt to deploy this model, if so, roll a D6 and consult the table below (all deployments count as moving, so unless specified the Stompa may not move until your next turn).
- Paint it purple: Have you ever seen a purple Stompa? I thought not so theres nothing to see here!
- If you have the "paint it purple" wargear then enemy units may only target this model with shooting attacks unless it is the closest unit.
- Huge 'n' Stompy: Nothing can stop a Gargant, not really, it will continue to push forward, driven against all opposing forces by sheer, undiluted determination and refusal to accept the laws of physics.
- A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
- Repair Gang: Teams of Orks and Grots will scramble around inside the Gargant repairing damage, or at least the Orks kick the Grots until they do the work.
- At the beginning of the turn, this models Repair Gang may attempt to repair lost wounds. On a 2+ the model regains D3 previously lost wounds, on a 6+ the model instead regains D6 previously lost wounds.
A Goff Klawstompa can transport 20 ORK INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of two models.
Faction Keywords: ORK, GOFF
Keywords: VEHICLE, TRANSPORT, TITANIC, GARGANT, GOFF KLAWSTOMPA
Gallery
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STOMPA GUBBINS.