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![[Post New]](/s/i/i.gif) 2015/09/18 17:24:17
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Since GW obviously forgot to do a proper edit of the Ork codex i figured i would. Ill be adding stuff to this on and off, so just keep a lookout. Army Wide Rules 'Ere We Go: Add this line. "A unit gains +1 Initiative in addition to the +1 Strength from Furious Charge " Mob Rule: Change Mob Rule to "The units Leadership is equal to the number of Wounds in the unit or their original Leadership value, whichever is higher (max 10). If this number is more than 10 they gain Zealot) Wargear Change the Power Klaw price to 15 points Add this Weapon to the Melee Weapons List- Shokk Hammer-15 points, Str +2 AP Special, Two Handed, Melee, Shokk Shokk: this weapon is AP 4 or it reduces the opponents Armor Save to 4+. Example: When attacking a Black Templar Crusader Squad, your Shokk Hammer Nob scores 3 wounds. The first is against a Neophyte, whose Carapace armor is ignored, and so he is removed as a casualty. The other two are against an Initiate in Power Armor, so his Armor Save is reduced to a 4+ and he saves as per normal. Git Finda- change Git Finda to "Grants the Model Ignores Cover" Change the Kustom Force Field's range to 12" and when embarked upon a vehicle it is reduced to 6" from the vehicle's sides. Cybork Body: change it to " grants a 5+ invuln save" Add this Item to Orky Know Wots Rokkit Pack-3 points Bosspole- Change it to "Upon failing a Leadership check you may make the unit take one wound and count as having passed. No saves are allowed against this wound and the Wound may not be taken by the wielder of the Bosspole" HQ Change the Painboy to Painboss. The Painboss may take 'eavy armor for 4 points The Painboss may take Mega Nob Armor for 40 points The Painboss may replace his 'urtly Syringe with a Sergikal Saw for 5 points The Painboss may take items from Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know Whats, and/or Gifts of Gork and Mork Sergikal Saw S: User AP 3 Melee Add Painboy cost 30 points WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 6+ Wargear Doks Tools 'Urty Syringe Special Rules 'Ere We Go Furious Charge Mob Rule Doks: For each HQ choice in a detachment (not including other Doks) you may select a single Dok. These selections do not use up Force Organization slots. Before the Battle immediately after determining Warlord traits, any Dok not already a part of a unit must, if possible, be assigned to a unit with the Infantry or Artilery type. A Dok cannot leave his unit and is treated as part of it for the duration of the battle for rules purposes. Weirdboy change name to Warphead and increase his cost to 60 points Change his Psyker Mastery level to 2 Add Biomancy, Pyromancy and Telekinesis to the list of school that a Warphead may generate his powers from. Add the Rule: "I Feel da Waaagh overtakin me!!" I Feel da Waaagh overtakin me!!: The Weirdboy gains a 4+ Invuln save when he is within 12" of 10 or more models with the 'Ere We Go special rule. Add: The Warphead may take items from Ranged Weapons, Melee Weapons, Runts and Squigs, Orky Know Whats, and/or Gifts of Gork and Mork Add Weirdboy cost 45 points WS 4 BS 2 S 3 T 4 W 1 I 2 A 2 Ld 7 Sv 6+ Wargear Weirdboy Staff Special Rules 'Ere We Go Furious Charge Mob Rule Psyker Mastery Level 1 Waaaagh! Energy I feel da Waaaagh Overtakin Me!! Psyker: A Weirdboy generates powers from Biomancy, Daemonology, Pyromancy, Powers of the Waaagh, and Telekinesis. Mad Boyz: For each HQ choice in a detachment (not including other Weirdboyz) you may select a single Weirdboy. These selections do not use up Force Organization slots. Before the Battle immediately after determining Warlord traits, any Weirdboy not already a part of a unit must, if possible, be assigned to a unit with the Infantry or Artilery type. A Weirdboy cannot leave his unit and is treated as part of it for the duration of the battle for rules purposes. Add this Wargear Option to the Big Mek May Substitute his Slugga for a Telly Porta Pack for 30 points A Big Mek with Mega Nob Armor may take one of the following, Add Tellyporta Pak 30 points Tellyporta Pak- Grants the model and any attached unit the Deep Strike Rule. Mek Add "May replace his Slugga with a Kustom Force Field for 50 points May replace his Slugga with a Burna for 5 points" Troops Ork Boyz: replace the cost of Shootas with "free" and Increase the Boss Nobs Ld to 8. Do this for all Boss Nob entries. Fast Attack Stormboyz: add this option "May take 'eavy Armor for 4 points per model" Trukk: Change the Ramshackle rule to 5+ Elites Burna Boyz: add 'eavy armor to their Wargear Tabkbustas add "may take 'eavy armor for 4 points per model" Nobz: reduce the cost of Nobz to 15 points per model, and increase their Ld to 8. Heavy Support Deff Dredd: add the Rule Ramshackle Beast and Mad Git Add May take up to 2 additional Deff Dredds for 80 points per model Add Mega Rockets-15/ppm Change the Attacks characteristic to 5 Killa Kans: add the Rule Ramshackle Beast remove Cowardly Grots Change the Attacks characteristic to 3 Add Mega Rockets-15/ppm Ramshackle Beast: this unit has a 5+ Invuln save Mad Git: Deff Dredds ignore Crew Shaken or Stun results on a roll of 4+ Mega Rockets:The unit gains the Jump unit type as described in Warhammer 40k: The Rules. A unit made up of exclusively of units equipped with Mega Rockets can choose to use them to run 2d6" in the shooting phase instead of the normal 1d6", even if the unit used them in the Movement Phase. If it does so, every model in the unit must make a Dangerous Terrain test. Furthermore, if a unit equipped with Mega Rockets uses its Mega Rockets to charge causes d3 Hammer of Wrath hits instead of 1. If the unit already caused D3 Hammer of Wrath hits, such as a Deff Dredd in the Dread Mob Formation, it causes D3+2 Hammer of Wrath hits instead. Gorkanaught Change the Attacks characteristic to 6 Add the rule Invincible Behemoth Morkanaught Change the Attacks characteristic to 6 Add the rule Invincible Behemoth Flash Gitz: add 'eavy Armor to their Wargear Battlewagons: Add" Battlewagons that do not have the 'ard Case upgrade may transport Deff Dredds, using 10 transport spaces each, or Killa Kans, using 6 transport spaces each" So thats what ive got now, ill probably add more later, but tell me what you think so far.
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This message was edited 25 times. Last update was at 2016/02/24 16:41:04
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![[Post New]](/s/i/i.gif) 2015/09/18 23:22:48
Subject: Grimmor's Ork Errata
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Disguised Speculo
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Would be more inclined to accept it if the reasons were given.
Like the power klaw. Don't just make it 15 points and leave it at that, tell us that its 15 points because Power Klaws are the only meaningful melee weapon our supposedly choppy army gets, so we should get it at a discount.
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![[Post New]](/s/i/i.gif) 2015/09/18 23:31:05
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Dakkamite wrote:Would be more inclined to accept it if the reasons were given. Like the power klaw. Don't just make it 15 points and leave it at that, tell us that its 15 points because Power Klaws are the only meaningful melee weapon our supposedly choppy army gets, so we should get it at a discount. Ok thats valid, I felt most of these changes where self explanatory, like Ramshackle Beast. The Power Klaw should be decreased for 2 reasons 1). its pretty much our only melee weapon 2). i feel all Power Fists/Klaws are overpriced now. Yes this means the axe has no place, but thats easy to fix give it a new rule: Power Axe: S: +1 AP:2 Slow Slow: attacks with this weapon are resolved at Initiative 2
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This message was edited 1 time. Last update was at 2015/09/18 23:33:44
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![[Post New]](/s/i/i.gif) 2015/09/19 00:17:05
Subject: Grimmor's Ork Errata
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Disguised Speculo
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I don't think a 5+ invuln will fix our crappy walkers. They usually have cover of a KFF bubble on them as is, and are still crap.
Its mainly a matter of cost, if the deff dread was 50pts, didn't waste our HS and could appear in big mobs nobody would care that they suck.
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![[Post New]](/s/i/i.gif) 2015/09/19 00:19:46
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Dakkamite wrote:I don't think a 5+ invuln will fix our crappy walkers. They usually have cover of a KFF bubble on them as is, and are still crap.
Its mainly a matter of cost, if the deff dread was 50pts, didn't waste our HS and could appear in big mobs nobody would care that they suck.
Its not great but it does help a bit, i do recall the Deff Dredd list making them better because of this. I mean now they arent shackled to KFFs, so now you have to attack the giant mob or the Deff Dredds, might make them takable in Mobs.
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![[Post New]](/s/i/i.gif) 2015/09/19 04:58:44
Subject: Re:Grimmor's Ork Errata
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Longtime Dakkanaut
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Giving HQs the ability to take a storm boy's jump pack, and thus not slow them down would be good.
Most Artillery should have a range of 36 instead of 24 because a rand of 24 forces them to move in order to be effective.
Trukks should be able to reduce pens to glances on a 3+ Instead of a 6+ so they aren't terrifying death traps.
Your idea of Doks is great. I would prefer cybork grants a +1 to FNP and EW.
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![[Post New]](/s/i/i.gif) 2015/09/19 05:25:39
Subject: Re:Grimmor's Ork Errata
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Mutilatin' Mad Dok
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tag8833 wrote:Giving HQs the ability to take a storm boy's jump pack, and thus not slow them down would be good.
Most Artillery should have a range of 36 instead of 24 because a rand of 24 forces them to move in order to be effective.
Trukks should be able to reduce pens to glances on a 3+ Instead of a 6+ so they aren't terrifying death traps.
Your idea of Doks is great. I would prefer cybork grants a +1 to FNP and EW.
Roket packs could be fun
I thought most of the Mek guns where 36 now?
I think 3+ is to much, but better than 6+ is definitely necessary
Both are good, im just a fan of having the old Invuln back, as it worked fine.
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![[Post New]](/s/i/i.gif) 2015/09/19 13:29:50
Subject: Grimmor's Ork Errata
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Longtime Dakkanaut
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Da Lucky Stikk - re-rolls to hit and to wound for unit. +1 WS. 35 points.
that combined with MA shouldn't happen
Boss Nobs should be Leadership 8 too, since regular Nobz are.
Maybe an Ork Drop Pod too? Not sure about that one though, maybe give Tellyporta packs for Big Meks that do the same thing.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/09/19 14:44:16
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Frozocrone wrote:Da Lucky Stikk - re-rolls to hit and to wound for unit. +1 WS. 35 points. that combined with MA shouldn't happen Boss Nobs should be Leadership 8 too, since regular Nobz are. Maybe an Ork Drop Pod too? Not sure about that one though, maybe give Tellyporta packs for Big Meks that do the same thing. Interestingly Nobz are still Ld 7, though i agree that they should be 8 I love the Tellyporta Pak idea gives another reason to take Big meks besides using them as artillery or a giant shield Ok Nobz are LD 8 now, now to figure out the pricing on Tellyporta Packs. Just added 'eavy Armor as an option for Stormboyz, as i feel virtually everything in the codex should either have it or have the option to take it. Except Kommandos for obvious reasons
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This message was edited 2 times. Last update was at 2015/09/19 14:55:39
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![[Post New]](/s/i/i.gif) 2015/09/20 22:47:59
Subject: Grimmor's Ork Errata
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Longtime Dakkanaut
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Other Suggestions.
-+1 to S profile of boyz -> Orks should be stronger then eldar or guards men.
-Add Rokkit pack to orky know whots
-Bring back old zoggy, Give warpheads more wargear options.
-Gork / Mork walkers: Add assault vehicle -> This might make them more usefull. Making them gargant is kinda over the top.
-Restore red paint.
-Buff deff rolla, it doesn't have to be what is was but it is now completely useless.
-The Mega mek teleport weapon looks great it would be nice if it was ever used. Not sure how to fix it, perhaps making it a weapon upgrade for mega nobz and burna boyz ? ?
-Gazz could use some buffs.
-Reduce the points of a stompa, to bring it in line with the newer super heavies and use an updated version of the IA 8 kustom stompa instead of the regid version we now have.
Automatically Appended Next Post:
Add 1 melee weapon option per 10 boyz in a unit
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This message was edited 4 times. Last update was at 2015/09/20 23:00:34
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/09/21 07:47:08
Subject: Grimmor's Ork Errata
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Flashy Flashgitz
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"Ere we go" needs to keep our reroll on our charge. Add our +1 initiative back too, but we need our charge die re roll.
We need to be allowed to take Deff Dreads in 2s or 3s. They even sell a pack of 2...i don't understand.
Make sure to mention that the boss pole wound cannot be taken on the nob.
And kans need to lose cowardly grits or -15pts each.
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Warboss Troil
"Less chat, more splat!" |
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![[Post New]](/s/i/i.gif) 2015/09/21 22:13:56
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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FratHammer wrote:"Ere we go" needs to keep our reroll on our charge. Add our +1 initiative back too, but we need our charge die re roll.
We need to be allowed to take Deff Dreads in 2s or 3s. They even sell a pack of 2...i don't understand.
Make sure to mention that the boss pole wound cannot be taken on the nob.
And kans need to lose cowardly grits or -15pts each.
Ere We Go says Add this line not Replace, so it does both.
Your probably right
Thanks for the reminder
And agreed, i always forget that its there
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![[Post New]](/s/i/i.gif) 2015/09/24 00:27:20
Subject: Re:Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Ok, added the Rokkit Pak, Tellyporta pak for Big Meks, and changed Ramshackle to a 5+
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![[Post New]](/s/i/i.gif) 2015/09/26 10:32:35
Subject: Re:Grimmor's Ork Errata
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Flashy Flashgitz
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Nice list of changes. Althou I dissagree on 15pts for Power Klaws. Why would a poer Klaw cost less than a Power fist, that does just the same thing? For the weirdboy I would add the ability to take orky know-whats. An ork psyker on a warbike would be nice.
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![[Post New]](/s/i/i.gif) 2015/09/26 16:17:26
Subject: Re:Grimmor's Ork Errata
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Mutilatin' Mad Dok
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hordrak wrote:Nice list of changes. Althou I dissagree on 15pts for Power Klaws. Why would a poer Klaw cost less than a Power fist, that does just the same thing? For the weirdboy I would add the ability to take orky know-whats. An ork psyker on a warbike would be nice.
I changed the price because otherwise Meganob pricing makes no sense
3 Meganobz-120
3 Nobz w/ Twin Linked Shoota and PK-138
Note that while the Nobz are armed with the same weapons as the Meganobs, they have no armor and they cost more. Also i am a fan of just making a Power Fist another Power weapon and making it AP 1 and then just making the Axe got at I 2
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![[Post New]](/s/i/i.gif) 2016/02/21 05:32:17
Subject: Grimmor's Ork Errata
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Hierarch
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Love some of these changes! Though, I'm kinda confused on the Shokk rule. So, it's AP4 and reduces the opponents armor to a 4+, so it always ignores armor? Or is it AP4, and on anything better they only get a 4+?
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Tamereth wrote:
We'll take your Magnus leak and raise you plastic sisters, take that internet.
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![[Post New]](/s/i/i.gif) 2016/02/21 06:08:03
Subject: Grimmor's Ork Errata
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Insect-Infested Nurgle Chaos Lord
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I still think 'Ere We Go! should grant the old fleet but I like this :3
Also I would recommend changing Deff Dread's Attacks to 5 and change the Killa Kanz to 4. This is in comparison to the new SM Dread, which gained 2 extra attacks and are similarly-classed walkers. Gork and Morkanauts should probably be bumped up to 6 or 7.
Also maybe allow Battle Wagons that don't have an 'Ard Case to transport Deff Dreads and Killa Kans. Deff Dreads taking up 10 spaces while Kans take up 6 each.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/02/21 09:51:13
Subject: Grimmor's Ork Errata
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Longtime Dakkanaut
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Grimmor wrote: Frozocrone wrote:Da Lucky Stikk - re-rolls to hit and to wound for unit. +1 WS. 35 points.
that combined with MA shouldn't happen
Boss Nobs should be Leadership 8 too, since regular Nobz are.
Maybe an Ork Drop Pod too? Not sure about that one though, maybe give Tellyporta packs for Big Meks that do the same thing.
Interestingly Nobz are still Ld 7, though i agree that they should be 8
I love the Tellyporta Pak idea gives another reason to take Big meks besides using them as artillery or a giant shield
Ok Nobz are LD 8 now, now to figure out the pricing on Tellyporta Packs.
Just added 'eavy Armor as an option for Stormboyz, as i feel virtually everything in the codex should either have it or have the option to take it. Except Kommandos for obvious reasons
Didn't even realise Nobs were Ld7, oy oy oy.
Kommandoes should be allowed to purchase the Shrouded rule imo, make them super sneaky. Kinda like 'eavy armour.
Is it possible to put Bigga Rokkit Packs on Deff Dreads and Killa Kanz? Makes them a tad more mobile.
For Orkanauts, maybe have them have the invincible behemoth rule, but not SHV themselves.
While you're at it, could you take a bash at the new super formation? Haha.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/21 14:05:13
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Swampmist wrote:Love some of these changes! Though, I'm kinda confused on the Shokk rule. So, it's AP4 and reduces the opponents armor to a 4+, so it always ignores armor? Or is it AP4, and on anything better they only get a 4+? The second one, i should probably stick an example on there to make it clear..... Edit: Done MechaEmperor7000 wrote:I still think 'Ere We Go! should grant the old fleet but I like this :3 Also I would recommend changing Deff Dread's Attacks to 5 and change the Killa Kanz to 4. This is in comparison to the new SM Dread, which gained 2 extra attacks and are similarly-classed walkers. Gork and Morkanauts should probably be bumped up to 6 or 7. Also maybe allow Battle Wagons that don't have an 'Ard Case to transport Deff Dreads and Killa Kans. Deff Dreads taking up 10 spaces while Kans take up 6 each. It used to grant Fleet?? Also those are all good ideas, and im gonna look into them. Frozocrone wrote:Didn't even realise Nobs were Ld7, oy oy oy. Kommandoes should be allowed to purchase the Shrouded rule imo, make them super sneaky. Kinda like 'eavy armour. Is it possible to put Bigga Rokkit Packs on Deff Dreads and Killa Kanz? Makes them a tad more mobile. For Orkanauts, maybe have them have the invincible behemoth rule, but not SHV themselves. While you're at it, could you take a bash at the new super formation? Haha. Hmmmm, might make that a formation bonus, not sure, gotta think about that. Not currently, but it sure as hell should be  That actually sounds awesome, gonna have to work out some points costs for that. And doing that, i mean they are almost Imp Knight Level (especially in cost) so they should have some of that durability. And im already thinking about it. Automatically Appended Next Post: Aaaand Deff Dredds and Killa Kans are more choppy (and transportable) and can now have really big Rockets duck taped to them, and the Naughts have Invincible Behemoth.
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This message was edited 2 times. Last update was at 2016/02/21 14:50:28
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![[Post New]](/s/i/i.gif) 2016/02/21 16:10:41
Subject: Grimmor's Ork Errata
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Longtime Dakkanaut
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Oh and before I forget, Deff Dreads ignore Crew Shaken/Stunned, maybe on a dice roll. They are after all thirsty for battle.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/21 16:19:56
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Frozocrone wrote:Oh and before I forget, Deff Dreads ignore Crew Shaken/Stunned, maybe on a dice roll. They are after all thirsty for battle.
I like it, its called Mad Git and they ignore it on a 4+
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![[Post New]](/s/i/i.gif) 2016/02/21 17:50:42
Subject: Grimmor's Ork Errata
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Insect-Infested Nurgle Chaos Lord
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No but in another thread I suggested that 'Ere We Go! should grant the old version of fleet while Waaagh would grant Rage (and possibly smash), give both rules a little more ooomph when they go off and the Ork army more overall mobility. But most people thought it would have been too overpowered.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/02/21 17:59:02
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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MechaEmperor7000 wrote:
No but in another thread I suggested that 'Ere We Go! should grant the old version of fleet while Waaagh would grant Rage (and possibly smash), give both rules a little more ooomph when they go off and the Ork army more overall mobility. But most people thought it would have been too overpowered.
Aaaah. Getting old Fleet wouldn't be bad, and Rage on Waagh would be ok, except that we can perma-Waaagh so that would get out of hand real quick.
It's something to think about, but ill stick with the +1 Initiative for now, as its a safe option Automatically Appended Next Post: Minor change. Weridboyz have become Warpheads and are now PM 2 and get a bunch more choices for powers, and Weirdboys are now buyable like Meks.
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This message was edited 1 time. Last update was at 2016/02/21 19:49:03
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![[Post New]](/s/i/i.gif) 2016/02/23 15:36:11
Subject: Grimmor's Ork Errata
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Big Mek in Kustom Dragster with Soopa-Gun
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heres a komikal idea: Allow MegaArmor HQs to take a Rokkit Pack for 15 points. The Rokkit Pack removes the movement penalty of Slow and Purposeful and any Running of 1 causes an automatic wound (can still armor save it). It also gives him just enough momentum to cause Hammer of Wrath, since hes so big he doesnt need to move as fast to cause collision damage. i just want a MAWarboss with a giant rokkit pack on his back
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This message was edited 1 time. Last update was at 2016/02/23 15:37:25
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/02/23 22:30:47
Subject: Grimmor's Ork Errata
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Mutilatin' Mad Dok
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Vineheart01 wrote:heres a komikal idea:
Allow MegaArmor HQs to take a Rokkit Pack for 15 points. The Rokkit Pack removes the movement penalty of Slow and Purposeful and any Running of 1 causes an automatic wound (can still armor save it). It also gives him just enough momentum to cause Hammer of Wrath, since hes so big he doesnt need to move as fast to cause collision damage.
i just want a MAWarboss with a giant rokkit pack on his back 
Im actually very tempted to allow this, purely because an Ork would try it.
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