Our suggestions on ways to replace the current "pile 'em on 'til they fall off" rule for the carrying capacity of vehicles, whick don't work for 40K based orks and scratch your lovely paint jobs. We haven't yet playtested these new rules enough to get definately fair ideas, so we have got 3 different sets of rules for you to look over and decide which you prefer.
By Steve Something/ss1400 and James
See "Noo Gubbinz: Extended Chassis" for a new gubbinz designed to work with these rules and "Noo Vehiklez: Battlewagon" for a new vehicle design used in these rules.
Each vehicle has a transport value. This reflects the number of orks or diggas that can ride on a vehicle, excluding a driver and any gunners. Note that Grots and Snots are small, nimble and can easily fit into cramped areas others wouldn't even consider, so they are ignored when it comes to calculating the number of models transported. You can never have more models than the transport value, unless it is during a boarding action.
||Really, Really Simple Version
We have adjusted the points costs of some vehicles to reflect these transport values.
Each vehicle has a Transport value and an Overcrowded value. These do *not* include the vehicles crew (driver/gunner). Vehicles may carry up to the Transport Value with no problems, or up to the Overcrowded Value with chances of falling off.
By Steve Something/ss1400
If extra models "pile on" then the following tests need to be made on Ld to avoid falling off.
-Every turn performed (poss. thrown off by swerve)
-Every use of thrusters (poss. thrown off by burst of acceleration)
-Every successful boarding action (poss. jostled aside) BEFORE combat resolved
-Every ram, sideswipe, rake, collision, crash etc (poss thrown off by sudden stop)
Failed test penalties
Track/Buggy - 1-2 models falls off (D6, 1-3 = 1, 4-6 = 2)
Truck - 1-4 models fall off (D6, 1-2 = 1, 3-4 = 2, 5 = 3, 6 = 4)
BW - 1-6 mosdels fall off (D6 models fall)
Damage - as per rules (Str 3 hit on a roll of 4+ on a D6).
Rationale: orks will fight to keep their right to stay on board, and
are capable of throwing off "mates" in order to make good their own
place or failing that, they will grab other orks as they fall and
drag them down too.
Any time the vehicle is "overweight", apply the rules. The numbers
include enemy models too, but not actively combating models. roll D6
to see who falls off in the event of confusion. Vehicle owner chooses
who falls off from his own crew.
Each vehicle has a transport value. This reflects the number of orks or diggas that can ride on a vehicle in relative safety. It may carry up to double this many orks, but that means there's a chance orks will fall off as the vehicle bumps around the rough desert. No vehicle can ever have more than double its transport value on it at any time (even if its being boarded). Note that Grots and Snots are small, nimble and can easily fit into cramped areas others wouldn't even consider, so they are ignored when it comes to calculating the number of models transported.
If you have more models than your Transport value, you must take a Falling Off test if:
-Your vehicle turns during your go (NOTE: Only needs to be taken for the first turn of that go.)
-Your vehicle uses thrusters during your go (NOTE: Only needs to be taken for the first thrust of that go.)
-The vehicle suffers any damage from rams, collisions, side-swipes etc (NOTE: every collision etc requires a seperate test).
Falling Off tests represent the orks scrambling for handholds, and the orks that fail to get them being thrown off the vehicle (by the swerve, speed or blow).
A Falling Off test consists of roll a D6 for each person over the transport limit. Any rolls of 1 are fails, and a model falls off. The person owning the vehicle can decide which particular boyz will fall off. Note that Crew will never fall off!
Also, Grots/Snots will not fall off unless in combat.
If a model in combat falls off, so will the model he is fighting. They are assumed to be utterly engrossed in their fight- if one falls off, the other will jump after him!