Tactical Command
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The Joakero
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=6599
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Author:  rowanalpha [ Sun Feb 26, 2006 4:50 pm ]
Post subject:  The Joakero

[That took suprisingly less time that I thought it would. ?These rules should be more in the vein of the "traditional" Joakero. ?I'll adapt the fluff for my other list for something else.]

Joakero
? ? ? ? The Joakero are an enigma of a race. ?Large, primate-like creatures with orange fur, the Joakero are not a truly intelligent species in the strict sense of the term, but possess a form of extreme intuition that allows them to create highly advanced solutions to problems they face. ?Unfortunately, this primal savant-ism they exhibit has not been examined in great detail as captured Joakero always are able to escape any sort confinement they are placed in.
? ? ? ? ?Joakero spaceships are similarly confounding. ?They are rarely seen and fit no standardized profile, seemingly built on the immediate needs of the Joakero flying them at the time. ?They are collectively dubbed ?latticeships,? a reference to the constantly shifting grids, beams, bars, and struts that form the vessels.

Joakero Latticeship 30*X pts
Type/Hits: Cruiser/X
Speed: 20 cm
Turns: 45
Shields: X/3
Armour: 5+
Turrets: X/3

Weapons
Prow Weapons Battery(Firepower X, 30 cm, Front/Left/Right)
Dorsal Weapons Battery(Firepower X, 45 cm, Front/Left/Right)

Notes
Variable Size: Joakero vessels do not come in one standard size or shape, instead they are constantly built and modified to suit the needs of their crews. ?A Joakero vessel has no set number of hit points. ?Instead, the number of hits are determined when the Joakero player makes his fleetlist, and this determines the vessel?s points. ?The vessel?s shields, turrets, and weapons values are determined based on this number and may change during the game. ?Round turret and shield values up to the next whole number. ?A Joakero ship may have 3-12 hits, and cannot be crippled.

Leadership and Special Orders: Joakero vessels do not use special orders, but are considered Leadership 10 for all tests requiring a Leadership value. ?They may not use fleet commander re-rolls.

Changing Functionality: At the beginning of each turn, the Joakero vessel may adopt a new form to best suit its current needs. ?This change lasts until the beginning of the next turn. ?The functionalities it may adopt are:

-Aggressive: The Joakero ship may make a ramming attack against one ship it comes in base contact with in its movement phase and double its boarding value
-Constructive: Re-roll failed repair rolls for the Latticeship. ?If you pass a leadership test at the end of your turn, the Latticeship gains +1 hit.
-Defensive: Treat the Latticeship as armour 6+. ?Any attacks that ignore armour must re-roll successful hits.
-Destructive: Treat the Latticeship?s 30 cm batteries as lances.
-Evasive: The Latticeship has no minimum move and may make an extra turn in its movement.
-Expeditive: The Latticeship gains +20 cm to its movement.
-Offensive: Re-roll misses from the Latticeship?s weapons batteries

[If someone can think of an -ive word that means "fast," please let me know, Expeditive was all I could find]





Author:  Yuber Okami [ Wed Mar 22, 2006 7:14 pm ]
Post subject:  The Joakero

The changing functionality reminds me something... "We are the jokaero, you'll be assimilated" :p  Anyway, it seems truly jokaero-style. Has anyone trid to build some ships???

Author:  Hellebore [ Thu Mar 23, 2006 4:49 am ]
Post subject:  The Joakero

I would probably start with plastic tubing and build a scaffold style ship- like the monkey bars at school.

You could put some amorphous shaped tech bitz here and there just to give it some variety.

But the Jokaero are even more random than the orks (and ironically more technologically advanced as well).

Hellebore

Author:  rowanalpha [ Thu Mar 23, 2006 6:06 am ]
Post subject:  The Joakero

I'm glad ya'll like the rules (and that someone finally posted comments)

Fore construction, I was thinking some arrangement of bars and grids in geometric formations.  Very abstract looking.

Author:  Yuber Okami [ Thu Mar 23, 2006 10:53 am ]
Post subject:  The Joakero

I didn't post any comment earlier because i'm new to BFG (i only have an scratch-built rogue trader cruiser and i'm waiting for the arrival of my first RT escort blister), so i had never been here before.

In other ways, i have always been a big fan of the jokaeros (which my fellow 40k players forbade me to use during the rogue trader age), so anything done about them would be OK for me. Anyway, i can only argue one thing against the use of a jokaero fleet: their social structure and motivations doesn't seem to fit with something like a fleet (although maybe they changed their habits after first contact with the nyds, thus grouping into extended families-clans...). I would like to hear ideas about why jokaeros should go to war, aside from the other races trying to enslave them to use their technical experticity... now that i think about it, it was stated in the necron suplement that the jokaeros were created by the ancient slann to help them fight against the necrons... maybe the urge to fight against them was put in their genetical structure, and now that the necrons are awakening the jokaeros are grouping to meet their destiny as a race...

Any ideas?

Author:  rowanalpha [ Thu Mar 23, 2006 3:23 pm ]
Post subject:  The Joakero

I've been planning to include these guys as part of my "Non-aligned aliens fleet" but only allow 1 per fleet.  Or as a 1 per fleet mercenary type also.

Author:  Yuber Okami [ Mon Apr 03, 2006 2:40 pm ]
Post subject:  The Joakero

Don't know... it was stated that Jokaeros have no language, so it would be VERY difficult to explain why they would join a mercenary fleet. Also, they can't be enslaved, as they always use what materials they have at hand to make tools for scaping...

Author:  rowanalpha [ Tue Apr 04, 2006 5:05 am ]
Post subject:  The Joakero

I don't think they are hired, rather they simply comprehend that fighting alongside the other race serves mutual self interest. (Hence they don't get fleet commander re-rolls.)




Author:  Yuber Okami [ Sat Apr 22, 2006 12:03 am ]
Post subject:  The Joakero

Recently i read a "prehistory" of the 40k universe, which states that jokaeros were one of the last two races created by the slann (with the Krork race, which, based on their description, seems to be the ork (kr-ork?!?). After reading that i tought, could we do a slann fleet list, using a combination of very very old eldar, ork, jokaero and slann ships? it would be wonderful to use them against necron fleets, so that we could recreate those battles from 60 thousand years ago...

Also, i'm definitely interested in building at least two jokaero starships: one very small (1 structure point, so i could use it as a Rogue Trade xenos vessel), another one maximun size (12 structure points). The problem is... i don't know what materials to use! also, the explanations here seem of no use to me, as i don't even know what a monkey bar is. I have been wondering about using metal wire for the lattice structure, but i don't know what more else i could use, specially for the small vessel. Any suggestions???

Author:  Archer [ Sat Apr 22, 2006 3:48 pm ]
Post subject:  The Joakero

I think latticeships would most likely be best built using fairly narrow plastic rods (clear, tinted like Necron weapons in 40K, or solid to be painted).  I think a diameter of 2-3mm would likely be best for larger ships (possibly with larger diameters for the core of the ship).  For escorts I think wire/round toothpicks would probably be best - toothpicks likely being easier to glue together than wire.

Author:  rowanalpha [ Fri May 05, 2006 5:03 am ]
Post subject:  The Joakero

I'll be interested to see how yours turn out.  I'm gonna do a couple eventually, but I've gotta wade through a half dozen unpainted tau cruisers and 5000 points of unbuilt tyranids(damned if I'm not good at getting in over my head).

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