Switch Theme:

Fightsledge K04: Orks V 0.1  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Hierarch





Hello all! Swampmist here, with a bit of a pet project I've been working on. With all of the imbalances in 40k, I wanted to try my hand at a fix, focused on making armies unique and customizable. One of the biggest problems with 40k is how hard it is to make a good list that doesn't just spam the same unit ad nauseam. Diversity is key to allowing people to get invested in the hobby side of the hobby as they can play what they want and create their own story around it. With this in mind, I've begun with Orks. An army that as of 7th edition has a very hard time winning games, is ham-fisted into a very specific build, and a lack of diversity for a force that by all means should be one of the most diverse. To begin, I did two things. First, I created Warlord traits for Big Meks and Warbosses, as well as systems for those units to generate their warlord traits effectively. I wanted Warbosses to be the Beatsticks that they are touted as in the fluff and in the codex, and for Big Meks to be force multipliers. Then, I created three "trait" tables for the Orks, allowing them to customize their force how they see fit. Now, these changes are fairly obviously WiP, and as I am on vacation I have not had a chance to test them thoroughly, and I would love any advice and\or C&C You guys have!

Warboss:
Spoiler:

- Increase base cost to 80 pts
- Drop price of Warbike to 20pts
- Add Various Weapon options
-- Coming Soon
- Add Lord of the Waaagh!- On the turn that a Warboss uses his Waaagh, the entire ork army gains the Fearless USR
- Add Da Big Boss: If a Warboss is your Warlord, He generates two Warlord traits from his choice of the 'WarBoss,' Personal and\or Command Tables in any combination. Otherwise, Roll for these traits as per usual.
- 'Warboss' Table:
-- 1.) Bellowing Tyrant: During any fight sub-phase in which the Warlord either accepts a challenge or has a challenge of his accepted, he gains a special Scream attack at the Innitiative 10 step, which has the profile below. This attack is considered a close combat attack for all purposes, and must cover as much of the model in a challenge with the warlord as possible.
--- Scream: S4\AP5\Range Template\Assault 1, Rending, Fear
-- 2.) Brutal but Kunnin': The Warlord gains Rampage during any fight subphase in which he is outnumbered. If he is not outnumbered, he instead gains shred.
-- 3.) Like a Thunder Bolt: The Warlord gains +1I and the Crusader USR
-- 4.) Da Biggest an' Da Baddest: The Warlord gains +1W and the Eternal Warrior USR
-- 5.) Da Tide of Waaagh!: On any turn in which a Waaagh! is called, the Warlord and his unit gain +1S and the Rage USR
-- 6.) Da Godz Be Watchin': The Warlord gains the Zealot USR


Big Mek:
Spoiler:

- Add Various Weapon Options
-- Coming Soon
- Add the Waaagh! Special Rule
- Add Da Boss be Finkin': If a Big Mek is your Warlord, he may roll twice on his choice of the 'Mekanik', Strategic and\or Command trait tables and choose which role to keep.
- 'Mekanik' Table:
-- 1.) Da Fastest Kraft: Choose up to Three fast vehicles in your army. Those Vehicles gain the Jink USR, and gain stealth in any turn in which they move Flat Out.
-- 2.) Kunnin' but Brutal: At the start of each turn, one unit within 12" of the warlord gains +1 BS and +1 WS
-- 3.) Da Hail of Waaagh!: On any turn In which a Waaagh! is called, the Warlord and his unit gain +2 BS and their weapons gain the Pinning USR.
-- 4.) Ere' Kom' Da Gitz!: D3 Vehicles in your army, as well as any units that begin the game embarked within those vehicles, gain the Outflank USR. Also, As long as your Warlord is alive, you gain +1 to Reserve Rolls.
-- 5.) Da Best Bitz: The Warlord and his unit gain a 6+ FNP, or a +1 to any existing FNP.
-- 6.)Da Godz Be Finkin': The Warlord and his unit gain the Adamantium Will USR, as well as either Preferred Enemy (Infantry) or Preferred Enemy (Vehicles)
--- When you Generate this trait, choose either PE (Infantry) or PE (Vehicles). This choice lasts until the end of the game.


Ork Trait Tables:
When creating a list for a Codex: Orks army, choose two traits from the following tables in any combination. Alternatively, you may roll for these traits randomly. You may do this at any point before the game begins.

Ork Adaption Table:
Spoiler:

This table is based on the adaptability of the Ork Physiology, and how they adapt their fighting styles and bodies depending on the army that they are facing.
- 1.) All non-vehicle models gain the Move Through Cover (Ruins) USR. Also, All models gain +1 to the building damage table.
- 2.) All models count poison weapons fired at them as being one tier worse, and all their poison weapons as one tier better.
-- EX. A Kabalite Warrior is shooting at a group of ork boyz. The Warrior's Splinter Rifle has the poison (4+) special rule. However, the Orks with this trait trat the weapon as having the poison (5+) Special Rule instead.
- 3.) All models with a leadership value gain +1ld and the stubborn USR while in their own deployment zone.
- 4.) All Models gain +1" to their Move, Run, Charge and Flat out and Turbo Boost moves.
- 5.) While in close combat with an Infantry model, enemy models take a -1 modifier to all FNP and RP rolls.
- 6.) All Models Gain a 6+ Invulnerable, which becomes a 5+ during any turn in which a Waaagh! is called.


Ork Tribal Table:
Spoiler:

This table is based on the various well know Ork Tribes, as well as Wild Ork tribes. Bad Moonz do not appear on this table, and instead appear on the Resources table further below.
- 1.) Snake Bitez:Any model that can take a Trukk as a Dedicated Transport, may instead take a Looted Wagon.
- 2.) Goffs: All Models gain the Hammer of Wrath USR, or deal D3 HoW if they already have it.
- 3.) FreeBootaz and Skullz: All Shootas are free, and any model that has a Shoota may exchange it for a Kombi-weapon for free instead.
- 4.) Evil Sunz: Warbikers are a Troops choice, instead of a Fast Attack.
- 5.) Blood Axes: All units that contain atleast one nob or mek gain +1LD
- 6.) wild Orks: Hunta's are a Troops Choice, instead of an elite.
-- Note: Wild Ork units still very much a WiP, will post them at a later date once I do more research into how they should play\have played in the past.


Ork Resource Table:
Spoiler:

This Table is based on the abundance of possible resources that an Ork tribe may find on the world they are fighting on. Also on this table are the Bad Moonz, for their love of precious Metals.
- 1.) (Bad Moonz) All models with a LD value gain Stubborn when within 6" of an Objective
- 2.) All Models may take the 'Eavy Armor upgrade for half cost. Also, all Killa Kanz and Deff Dreads gain the Extra Armor upgrade for free.
- 3.) The Army may take an Aegis Defence Line or Bunker for Free, and without using up a Force Organization Slot. You must still pay for any upgrades however.
- 4.) Any Model may trade all of their base attacks for a Single Attack at S+2\AP3,regardless of the weapon they are wielding. Any extra attacks, such as from wielding two weapons, is rolled for as normal.
- 5.) All Squigs, as well as any ammo runts, are free.
- 6.) The Army gains an Additional Victory Point if any Objectives in their deployment Zone are not controlled by the enemy at the end of the game. This counts as an additional Secondary Objective.


Again, playtesting of this has not been done as I have not had the time, and things may need to be tuned down once I have worked on more armies, especially those that are currently at the top of the competitive hierarchy. So please, tell me what you think!

This message was edited 1 time. Last update was at 2016/02/21 05:17:03


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
 
Forum Index » 40K Proposed Rules
Go to: