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Grot Tank battles

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Grot Tank battles Empty Grot Tank battles

Beitrag  Kleiner Zorn So Sep 26, 2010 2:13 am

Ok leute also Timo und ich sind dabei....
wer iss noch mit am start.....

wäre dafür auf jeden nen termin anzusetzen bis jeder seine panzer ferich hatt und dann wird die erste runde ausgetragen ^^







“This is a simple 40k Minigame, based on mek boyz fighting each other with experimental Grot tanks! It was written (mostly by Nonebutone) on the Miniwargaming forum and I Felt that the ork community might want to have a chance to try it out!” - Nonebutone

Modifications by Boss Gobbstompa
Modifications by Kleiner Zorn



PLAYING THE GAME
Welcome to Grot Warz. You are about to take on the roll of one of the most kunnin’ orkz there is, the Mek. These orkz are spawned with the knowledge of mechanics and engineering to build marvelous and killy kontrapshuns. While often times these machines are used on the battlefield, orkz love a bit of sport and mekz will often pit their creations against those of rival mekz in the arena. And to satisfy their blood lust, these vehicles are piloted by Grots.

Each mek (That’s you) will start out with a set amount of teef (Ork currency). With these teef, you will purchase weapons and upgrades for your Grot Tank. You will win (or lose) teef by taking out opponents or letting them take you out. Your starting teef is determined by the Tier in which the game is started.

GAME LENGTH, TURN SEQUENCE AND INITIATIVE

Each game lasts a minimum of 4 rounds, with a 5th round played on a 4+ and a 6th round played on a 5+. The game automatically ends after the 6th round or when all but one of the tanks are wrecked or destroyed. Roll for the extra rounds at the end of the shooting phase. Each round of play is divided into two phases: Movement phase and Shooting phase.

MOVEMENT PHASE

Meks begin by rolling a d6. They then apply the bonus or penalty granted by their Tank’s Kommanda. The person who scored the lowest after modifiers moves first, then the next highest and so on. The person who scored highest moves last showing how they are able to react to and predict the movements of others. Once all Meks have moved their vehicles, the phase ends. If two Mekz tie in their Movement Initiative scores, they roll off to see which one takes precedent.

SHOOTING PHASE
Meks begin by rolling a d6. They then apply the bonus or penalty granted by their Tanks Gunna. The person who scored the highest after modifiers may fire first. This illustrates the skill of the Gunna to pick a target and get the drop on others. Once all Meks have fired their guns, the turn ends. At this point the player with the highest Bribe level rolls to deep strike a loot box. If two Mekz tie in their Shooting Initiative scores, they roll off to see which one takes precedent.

TARGETTING & DAMAGE
Tanks may split their fire between multiple targets if the targets are within Line of Sight and the tank may legally fire the weapons. The tank must declare which guns are firing at which targets before rolling to shoot. All weapons are assumed to fire simultaneously (So a tank firing two Rokkit Launchaz at an enemy tank may not choose a second target if the first rokkit destroys the target) If multiple damage statuses are rolled, apply them in the order of Crew, Engine then Hull. Ex. Tank A hits Tank B with three shots. When rolling for the placement of the shots, one shot hits the crew, one shot hits the hull, and one shot hits the engine. The shot that hits the crew is rolled first, to see if any crewmembers are killed. Then the engine shot is resolved to see if Tank B goes careening off to another part of the battlefield or sputters to a halt. Then the hull damage result is rolled.

TIERS
When playing a league, tournament or campaign, the organizer (or Warboss) determines what tier the Mekz will be starting at. If a mek’s tank is ever destroyed and the Mek doesn’t have the teef to replace it, that Mek may start over at the starting Tier with a new grot krew. For one-off games, players will agree to a tier level before the battle starts. They will only have those teef to purchase upgrades and weapons before the game.

Tier 1 - Spanna - 10 Starting Teef
Tier 2 - Mek Boyz - 15 Starting Teef
Tier 3 - Apprentice big mek - 20 Starting Teef
Tier 4 - Big Meks - 25 Starting Teef
Tier 5 - Mek Bosses - 30 Starting Teef

YOUR TANK
Each Mek’s tank starts out with Armor Value 10 on Front, Side and Rear, and Ballistic Skill 3. Your tank is also open-topped and has Treddz for movement. You have no weapons or other upgrades starting out, and must purchase these before the first game.

Upgrades are bought in secret and revealed before tanks are deployed (Sabotage can be revealed anytime after deployment unless otherwise specified).

Weapons Upgrades
These are the tools with which you inflict pain and destruction upon your opponents. Each tank starting out is limited to a maximum of 2 weapons. This may be increased with the purchase of other upgrades. All weapons are, by default, hull-mounted and may revert to hull-mountings at no additional charge.
2 Teef - Shoota
4 Teef - Twin-Linked Shoota
4 Teef - Big Shoota
5 Teef - Lobba
6 Teef - Twin-Linked Big Shoota
6 Teef - Rokkits
7 Teef - Kannon
7 Teef - Deffgun
8 Teef - Zzap Gun
8 Teef - Kustom Mega Blaster
9 Teef - Twin-Linked Rokkits
9 Teef – Grotzooka

Mobility Upgrades (limit: 1 per tank)
Mekz looking to increase the stability or maneuverability of their tanks may alter the method of movement. Tanks come with treddz that allow normal movement. These are removed when another method of mobility is chosen. Unlike weapons, Mobility Upgrades cannot be switched out and kept in the Loot Pile. If you take a mode of mobility off of your tank, it is destroyed.

1 Teef – Treddz – Default vehicle movement
3 Teef - Legs - Grants Move through cover
3 Teef - Wheels - increase maximum movement by 1 inch
5 Teef - Mono-Wheel - Extra D3" movement, adds 1 to your audience bribe
7 Teef - Bouncy Legs- Grants move-through-cover, and gives a 5+ Dodge save against ramming.
8 Teef - Trakks - Increases maximum weapons by 2
10 Teef - Big Trakks -Increases max Movement by 1 inch, increases max weapons by 2.
10 Teef - Hova-tech - Reduces the Maximum weapons by 1, Counts as a Fast Skimmer.

Crew Upgrades
This represents the practice and training your grots have undergone.

4 Teef - Targeting Practice - +1BS. Cumulative effect.
5 Teef - Firing Drill Practice - may fire 1 additional weapon. Cumulative effect
5 Teef: Extra loader - Increases Maximum Weapons by 1. Cumulative effect
6 Teef - Driving Practice - May re-roll Dangerous Terrain Tests, D3" extra movement.

Hull Upgrades

These are bits and bobs that have been added by one industrious mek or another.

Free – Hull-Mounted Weapon – Default weapon mounting, gives a 90 degree field of fire.
2 Teef - Red Paint Job – see Ork codex
3 Teef - Grot Riggers - see Ork Codex
4 Teef - 'ard case - See Ork Codex
4 Teef - Sooped up engines - You may ignore the first Immobilized result of the game. Multiple purchases mean you may ignore the first several Immobilized results.
4 Teef – Sponson-Mounting – A gun may be mounted on a sponson (Front, Left, Right or Rear) for a 180 degree field of fire. Any other guns mounted on the same sponson must fire at the same target and but with a co-axial cost of 2 teef. Limit 2 per side.
5 Teef - Upgraded Armor - Increases one armor value by 1. (Side armor must be the same on both sides). Cumulative effect. However, you can only put so much armor on such a small tank, so maximum armor values are F13, S12, R11
5 Teef - Wrecking ball - see Ork Codex
5 Teef - Reinforced Ram - see Ork Codex
6 Teef - Shunta - When ramming, the rammed tank is shoved the same number of inches as the strength hit it took, in the same direction as the ramming tank, in addition to other affects.
6 Teef - Grabbin Claw - see Ork Codex
8 Teef - Mini Deff-Rolla - Confers D3 Stir 6 hits when ramming plus other Deff-Rolla effects (see Ork codex)
8 Teef – Turret-Mounting – A gun is mounted on a turret, allowing for a 360 degree field of fire. Any other guns mounted on the turret must fire at the same target, but with a co-axial cost of 6 teef. Limit: 1 turret per tank
10 Teef - Kustom Force Field - Provides a 5+ cover save from Ranged attacks.

Note Out of the Shunta, Reinforced Ram and Mini Deff-Rolla, you may only take one.

Other Upgrades


X Teef - Bribe the audience. You can choose how much to bribe them. See “Bribes” below for the more information
8 Teef: Bomb Squigs! - May release 1 bomb squig onto the field. (See Ork Codex) -May be bought multiple times-


Sabotage
Not so much upgrades, sabotages are dirty little tricks you can play on your opponents. With the exception of “Stealing dere stuff”, Sabotages may be revealed at any time during the game.

1 Toof - Sneaky Gits - Forces one reroll of an Enemy shot during the game
3 Teef - Engine gunk - causes One enemy tank to reduce their movement by D3 each turn. May be bought multiple times for use on more than one enemy.
5 Teef - Stealin' Ammo - Forces one enemy to re roll successful hits for one turn, (must declare at beginning of the game). May be bought multiple times for use on more than one enemy.
10 Teef - Stealing dere stuff - Take one random weapon from an opponent. (They lose the weapon unless they steal it back; you gain the weapon for your Loot Pile). May be bought multiple times for use on more than one enemy, reveal at the start of the game

CLANS
Different clans have different attitudes to warfare and therefore have different approaches to building their Grot tanks. Each has a clan trait, that doesn't cost anything, and then a selection of unique upgrades. Once you choose a clan, you cannot choose another unless you scrap your entire tank and crew and start over.

Goffs Upgrades: Front and Side Armor count as 11
10 Teef - Deff-rolla-Wheels- Increases maximum Movement by 3, Confers D6 Str 8 hits when ramming.
3 Teef - Big Horns - Increases bribe effect by 2.
5 Teef - Extra 'Eavy armor - reduces maximum movement by 2, Ignore all Engine hits from damage.

Deffskulls Upgrades: Sabotage costs 2 Teef less (Minimum price of 1 Teef, you can't pay minus one Toof!)
11 Teef - Looted Tek Gun –Range 24” STR 8 Ap2 Assault 2, Lance
1 Toof - Looted Shoota - See Shoota Entry
4 Teef - Lucky-Blue Paint Job. - Confers a 6+ invulnerable save to the tank.
5 Teef - Tinkerin' - +1 strength and -1 AP to one weapon. If 1 is rolled to hit, resolve hit on yourself. (Gets Hot! for vehicles)

BadMoons Upgrades: May have one extra weapon on their tank
10 Teef - Twin-linked Deffgun
7 Teef - Shiny bitz - Reduces enemy BS by 1 when they attempt to shoot - Enemy gain 1 Teef extra if tank destroyed
10 Teef - Rich gitz - Gains 5 Teef per match win or lose. (In addition to any Teef earned)

Evil Sunz Upgrades: All Mobility upgrades cost 2 Teef less (minimum price of 0 Teef)
4 Teef - Skorcha - See Codex
2 Teef - Burna - see Codex
2 Teef - Real Red paint job - Grot tank counts as Fast

Snakebites Upgrades: The Crew gains Feel No Pain
2 Teef - Rok Chukka: Assault1 Str5 Ap6, Range 12"
4 Teef - Big Rok Chukka: Heavy1 Str6 Ap5, Range 12"
6 Teef - Lil' Squiggoth: Grants Move-through-cover, Increase maximum weapons by 3
2 Teef- Extra krew - Grot Tank Kommanda gains the Eternal Warrior upgrade, and wounds is increased by 1. Cumulative effect.

Blood Axes Upgrades: May sell weapons to other Players (any prices are bargained) this does not include the Blood-Axe specific weapons, there too good to give away!
5 Teef - 'Umie Mortar: see 'umies Codex
7 Teef - 'Umie Autocannon: See 'umies Codex
9 Teef - 'Umie Lascannon: See 'umies Codex



LOOT
Your Tank may be armed with a maximum of two weapons, plus any upgrades. If you have too many weapons to arm your tank with, the others go into your Loot Pile. Between battles, you can re-arm your tank with any weapons you have in your Loot Pile, or sell the weapons in the pile to a passing mek for half their original value, rounded down. Only weapons may be stored in this manner. Mobility Upgrades are lost when removed from the vehicle.

CREW
The Tank has three crew members. These are the Driva, the Gunna and the Kommanda. Each Grot crewmember starts out at Tier 1. As they start living through battles, they go up in Tier. The Tier of the tank is equal to the highest Tier crewmember, so if your highest crew member is Tier 4 then your tank is Tier 4. However, if this crewmember dies, and your next highest rank is Tier 2, then your tank goes down to Tier 2. In one-off games, your crew tier matches the tier level of the game.

Each crewmember gives different bonuses depending on their current tier level. Crewmembers only give the bonuses listed in their tier, as tiers are not cumulative.

The crew go up in Tier by surviving battles. This is independent of the tank surviving the battle and the three crewmen are independent of each other. If one is killed, there is no cost for replacing the grot, but they restart at Tier 1. Crew advance through the Tiers as follows:
Tier 1: Starting point
Tier 2: Survive 3 battles
Tier 3: Survive 5 battles
Tier 4: Survive 8 battles
Tier 5: Survive 10 battles

Driva: This is the little git that sits behind the controls. Their addiction to speed and confidence in being encased in an armored vehicle makes them probably the least stable grots in the arena, which is good, since they’re the only ones that actually have the ability to escape if they thought about it.

Tier 1: Increases movement by d3 each turn
Tier 2: Increases movement by d6 each turn
Tier 3: Increases movement by d6 each turn, May reroll Difficult Terrain
Tier 4: Increases movement by d6+2 each turn, May reroll Difficult Terrain
Tier 5: Increases movement by d6+2, May ignore Difficult Terrain

Gunna:
Classic case of a weedy runt with a gun in his hand. Gunnaz relish the thought of finally being able to blow up others, even if it is for the amusement of their slavers.

Tier 1: Reroll 1 missed shot per game, -1 to Shooting Initiative
Tier 2: Reroll 2 missed shots per game, +0 to Shooting Initiative
Tier 3: Reroll 3 missed shots per game, +1 to Shooting Initiative
Tier 4: Reroll 4 missed shots per game, +2 to Shooting Initiative
Tier 5: Reroll 2 missed shots per turn, +3 to Shooting Initiative

Kommanda: Kunnin’ and brutal, it’s the Kommanda who rules the tank with a tiny iron fist. He is the brains of the tank, squawking out demands of the grots trapped in the behemoth with him. His greatest asset is sounding like he knows what he’s doing.

Tier 1: Reroll damage against 1 enemy tank per game, -1 to Movement Initiative
Tier 2: Reroll damage against 1 enemy tank per game, +1 to audience bribe, +0 to Movement Initiative
Tier 3: Reroll damage against 1 enemy tank per game, 5+ cover save for crew, +1 to audience bribe, +1 to Movement Initiative
Tier 4: Reroll damage against 1 enemy tank per game, 4+ cover save for crew, +2 to audience bribe, +2 to Movement Initiative
Tier 5: Reroll damage against 2 enemy tanks per game, 3+ cover save for crew, +3 to audience bribe, +3 to Movement Initiative

Veteran Upgrades:

If the Mek’s tank and/or crew survives long enough without all being killed or destroyed, then they may unlock automatic upgrades. However, these upgrades are lost if the tank is destroyed and the entire crew is killed in the same game.

Survive 5 games - Gitfinda (see Ork Codex)
Survive 10 games - Re-roll Dangerous Terrain tests
Survive 15 games - Armor Values are +1
Survive 20 games - Infiltrate special rule.
Survive 30 games - Scout special rule.
Survive 50 games - Turbo-Boosters special rule (once per game)

DAMAGE

After a hit is scored on a tank, but before rolling for armor penetration, roll a d6 to see where the shot lands.
1 = Crew. Roll a d3. 1=Gunna, 2=Driva, 3=Kommanda. Roll to wound on the crewmember that was rolled, which has the profile of a grot, except for a 6+ cover save (by the simple tactic of ducking!). If the crew member is killed, you immediately lose any bonuses that they gave and acquire all penalties of a Tier 1 crew member. If all three crew members are killed in the battle, the tank is wrecked.
2-5 = Hull, resolve the hit as normal.
6= Engine. Instead of rolling on the Vehicle Damage table after shots are rolled to penetrate, roll on the Engine Mishap Table below.

1-2 - the engine survives unscathed
3- the engine splutters and jerks. Move the target tank its full distance forwards and treat as having moved next turn.
4- The engine stalls. The tank may not move next turn.
5- The engine rips itself apart. Treat as Immobilized
6- the fuel ignites. Treat as a 'Ramshackle' Vehicle exploding

BRIBES

The bribe value of each tank indicates teef it has spent to attract key members in the audience (or officials in the arena). All modifiers to the bribe value are cumulative, including Tank Kommandaz. Having the highest bribe value helps keep you safe from some of the obstacles in the Arena and allows you to re-roll the distance and direction of the loot boxes each turn.

THE ARENA
The Battles are fought in an arena with a participating audience, who will throw Random items into the arena.
Deep Strike a box into the center of the arena after each game turn (At the end of the shooting phase). The loot box scatters 3d6” from the center of the board. The player with the highest audience bribe can choose to reroll the scatter if he so wishes. If there is a tie, there is no re-roll as the audience is torn between two or more tanks.
The box will remain there until a grot tank drives onto it to pick it up. When that happens, roll a 2d6 to find out what's in the box...

2- Zog me... - the Loot was actually a high yield explosive. Center a Str 10 AP 1 blast on the Grot Tank. Roll for damage as normal.
3- Squig! - the Grot tank takes D6 Str 4 hits on its front armor as they try to avoid the angry squig.
4- Warboss's Ire -Sumpfin bout da look of the tank upset the warboss. Lose D3 Teef from before upgrades after the match
5- Experimental Telyporta pack - Remove the Grot tank from the field, deep strike it the following turn. (If the game ends before you deep strike back in, you count as having survived the game.)
6- Dats a box! - No effect
7- Dats a box o stuff! -add 2 Shootas to your Loot Pile.
8- Teef. - Some Ork in the audience clearly voted on the wrong team, gain 1 Toof.
9- Warboss's favorite - Gain 1 Toof for each enemy Team after the match prior to upgrades... as his Nobs give you a cut of the bribes.
10- Lucky! - Some Mek up in the audience dropped his experimental Kustom mega blaster, in the following shooting phase you may fire it once at any target in range. The power cells expire at the end of the turn and the angry Mek "retrieves" his gun at the end of the match.
11 - Big Box o teef! - Gain 5 teef
12 - Squig Fuel - For the remainder of the game, Treat the Grot tank as "fast"
In games of Tier 4 and above, roll three dice and discard the highest.

Often, the arena contains pits, or land mines or some other suitable danger. Set up the dangers as you would terrain.
If a tank hits one of these dangers, they take a dangerous Terrain test with a modifier of minus however many point above 10 the armor value on the side entering first.
(I.e. a tank with side armor 12 is shunted sideways into a danger marker. He takes a dangerous terrain test with a modifier of -2. He rolls a 3, which fails due to the modifier, and is duly immobilized.)

Diz got Booooring !!!

If more than two turns go by without any tank taking damage beyond a Crew Shaken/Stunned result, the Warboss declares that things are too easy and releases something on to the field to 'Make dis more in-trest-ing' Roll a D6.
1- D3 Bomb Squigs
2- D6 Nobs
3- D3 Tankbustas
4- D6 Tankbustas
5- D3 Killa Kans w/ Rokkits
6- Battlewagon w/ 4 rokkits, kannon, deff roller
These are treated as having Rage, but if two tanks are the same distance away, they will go for the tank with the lowest audience bribe. Bribes are treated as being that many more inches away from the Surprise unit. (I.e. A tank is 9" away, with 3 Audience bribes. Another tank is 11" away, but didn't bribe anyone. The unit will go for the tank 11" away, because the closer tank has 'Bribed' its way out of rage and is treated as 9+3(12)" away.) Nobz are armed half with Big Choppaz and half with Power Klawz. Tankbustas are armed half with Rokkit Launchaz and half with Tank Hammaz. In the event of an odd number of Nobs or Tankbustas, the player with the highest bribe rating will decide which weapon set takes the majority.

The last tank driving wins! If more than one tank survives, then the tank that suffered the least penetrating hits may claim bragging rights.

TOURNAMENTS
For ongoing campaigns, leagues and tournaments, after each battle finishes the Grot tanks are awarded Teef to spend on upgrades depending on how well or badly they did.
-Blowing up an enemy tank- Gain 3 Teef.
-Immobilizing an enemy tank - Gain 1 Toof.
-Survive the game - Gain 2 Teef.
-Compete in the game - Gain 1 Toof.
-Be the sole surviving tank - Gain 6 Teef.
-Finish the game immobilized - Lose 1 Toof.
-Be destroyed - Lose 3 Teef.
- in case of Diz got Booooring !!! 1 Toof for any damage result on a Nob , Kan or the BW
Note you cannot have 'minus Teef'. The minimum Teef is 0 and losses beyond that are ignored.

These can be spent on additional upgrades between battles. Once an upgrade is bought, it is kept until destroyed or stolen.

At the end of each game, each mek will take note of the damage dealt to their tanks. If the vehicle was immobilized but not destroyed, roll a d6. On a 5+, the tank’s mobility upgrade was salvaged. Each weapon, if any, that suffered a Weapon Destroyed result is lost entirely, along with any weapon that was stolen through sabotage. If a tank is wrecked, but not destroyed, roll a d6 for each hull upgrade. On a 5+, that upgrade is salvaged.


Zuletzt von Kleiner Zorn am So Sep 26, 2010 7:49 pm bearbeitet; insgesamt 2-mal bearbeitet
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Beitrag  trigardon So Sep 26, 2010 6:23 pm

Habs zwar noch nit komplett gelesen klingt aba witzig.
Hab nochn paar Fragen:
1.) Wollt ihr ne Kampagne oda sowas machen oda einzelne Spiele?
2.) Gillt "what you see is what you get"?
3.) Wie wichtig ist die Bemalung bei Start? Razz

Also an und für sich wäre ich wohl dabei sofern ich die richtigen Teile für nen coolen Tank zusammen kriege^^
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Beitrag  Panzer So Sep 26, 2010 6:53 pm

lese mir das später komplett durch, jetzt muss ich erstmal Praktikumsbericht machen -.-

muss dann auch noch gucken wie das mit Geld aussieht, schließlich habe ich nicht irgendwo ein Panzer rumfliegen^^
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Beitrag  Kleiner Zorn So Sep 26, 2010 7:09 pm

alter nen grotpanzer iss so gross wie n Buggy.... und laut regeln aus müll gebaut !

Bemalung setze ich vorraus
what you see is what you get wäre cool iss mir aber prinzipiell scheissegal .... hauptsache es ist ein grotpanzer Very Happy

naja ne kampagne....hmmmm iss ja nen arena spiel also mehr ne liga.... und ja da wäre ich für Very Happy
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Beitrag  trigardon So Sep 26, 2010 7:21 pm

Okay. Dann bin ich wohl dabei.
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Beitrag  Kleiner Zorn So Sep 26, 2010 7:34 pm

hab nochmal ein zwei sachen dazugeaddet
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Beitrag  Kleiner Zorn So Sep 26, 2010 7:35 pm

ok ich stze jetz mal die nächsten 2 wochen zum bauen der panzer fest Smile

zur not kann ich auch einen stellen..... iss aber subortimal da meine ALLE bad moon panzersind Very Happy

anmalen muss noch nicht sein


aber ich denke bei wirklichem interesse (welches nicht nur das übliche blöde gelaber ist) sollte es möglich sein sich in den nächsten 14 tagen einen grotpanzer zu baun Very Happy


also regeln zum bau


-Nicht grösser als ein rhino !
-Nicht kleiner als ein bike !
-Die zu benutzenden waffen sollten erkennbar sein (wobei ich JEDES Mündungsrohr als nahezu jede waffeakzeptiere bei der es auch passt..also auch laser etc..... nur als maschienenkanone isses leicht unglaubwürdig Very Happy)
-Bemalung ist erstmal nicht nötig
-wir starten auf Tier 2 d.h jedem stehen 15 Zähne zum kauf der startausrüstung zur verfügung
-Modelle bei denen weder anhand von umbauten noch bemalung zu erkennen ist welchem Klan sie angehören haben keinen zugang zu klanspezifischen upgrades !
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Beitrag  Wache Mo Sep 27, 2010 11:47 am

ich muss zugeben ich finds ganz cool^^

hätte jemand lust nicht die regeln auf deutsch zu schreiben oder wenigstens die ausrüstungen wäre leichter (ja ich bin denkfaul)

ich fange dann auch mal an zu basteln
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Beitrag  Big-Buddha Di Okt 05, 2010 7:26 pm

bin mit dabei mit nem Lil`Squigoth^^
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Beitrag  Kleiner Zorn Fr Okt 29, 2010 3:17 pm

so leute zeit iss lang genuch vergangen... wass halteter von ner runde irgendwann nächste woche bei adrian ? Very Happy
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Beitrag  trigardon Sa Okt 30, 2010 12:20 am

Bin dabei sobald die Platte wieder da ist xD
Mein Tank ist zwar noch nit bemalt und es fehlen kleine Details aba zum spielen reicht der erstmal denk ich.

@Zorn: Hast du ein paar Ork Embleme oda sowas über die ich da drauf kleben könnte.
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