17459
Post by: Vasarto
Rumor mill from what I understand is Orks are planned for sometime around 2013 or possibly 2014 or so, At least that is what I believe was said last time I read about it. Its all up in the air but it is coming in the next few years that much we do know so far.
So what would you like to see done with the codex? What rules or options or new models do you think should be added or taken away?
Here is a few things I would like to see!
HQ'S: A few more Ork hq options. I would like to see specific warbosses and maybe a few other new guys we have not seen before. As well as more options for the Warboss and Big Mek.
Flash Gits - I would like to see the flash gits drop in price by a good portion as well as the price for their options cut in half if possible. I would like to see them being used as they are good units but the price that they cost makes them a terrible choice. Also a BS of 3 would be nice since all they do is shoot.
Kommandos - A small drop in price and a few new options with them would be kinda cool. Maybe give them Ork Sniper rifles and the Stealth Rule and outflank. They are suppose to be sneaky so why not right? I think it is stupid that they camo themselves and are suppose to be super sneaky and intelligent but do not have the ability to flank or have stealth. They are always hiding and cover up their green skin in whatever they can find so they should have this rule.
SNIKROT - While I am on Kommandos, Snikrot should have rending attacks or something about his knives that takes away normal saves. He is suppose to be super deadly and his knives I think are in need of a small boost.
Storm boys - I am not sure exactly what could be done. But they are horribly underused from what I have seen. I think they should give the Stormboyz somekinda boost or different options or some kinda special rule that would make them more appealing to use.
Deff Dread or Killa Kans - Reading through Ork Fluff. Any Ork Player knows about Telly Portas. I think it would be nice to put these back. If Blood Angels get Deep striking Land Raiders than why is it unfair for Orks to have Deep Striking Deff Dreads eh? Or Deep Striking Killa Kans?!
Looted Wagon - Boom gun should cost 40 points and not 70. Also the Looted wagon needs to have 13 front armor, 12 side and 10 back. Why would a looted Land Raider all of the sudden loose so much armor eh? It would make sense if it had at least a respectable armor since its is really meant for combat. Or better yet have two versions of looted wagon. If it takes the boom gun option it gets a different armor value than if it was used as a transport. As much of the armor would be stripped off to make room for guys inside. So make two different looted wagons. One as the transport and the other as the War Machine Option.
Only other option I would think to give is giving Lootas Relentless rule but that might be silly.
5636
Post by: warpcrafter
I would expand the selection of Boyz. These are the three grades of Ork Boyz I would include.
Yoofs: These would be the ones with armor 6+, with no cool options, but 4 points each. They are freshly sprouted and still bulking up. They have the stats of existing boyz, but no furious charge or mob rule.
Skarboyz: These are the experienced boyz, those who have been on a raid or two and scavenged some decent gear. They have 5+ armor and in addition to the standard selection of shoota or slugga/choppa, they may also forgo all shooting options to have big choppas. They would be 6 points. They have mob rule and furious charge.
'Ard boyz: These are the really battle-tested boyz, those who have survived a waaagh but are not up to Nob status yet. They have S4, furious charge, mob rule, stubborn and countercharge, and 4+ armor, and are 8 points each. (And are no longer a 0-1 choice) They may have one nob per 10 boyz, the aforementioned big choppa option, and burnas as a special weapon choice.
This would go a long way toward dealing with the boredom that is overtaking me right now with regards to the Orks codex. AND getting it done quite a frakking while before 2013!!!
17459
Post by: Vasarto
Well 2013 is just what I have heard. So far the rumor mills I watch have been pretty accurate. Its just what is rumored when it comes out. Next is Necrons I believe. Than I think it was daemon hunter or dark angel I cannot remember. After that I think was tau.
Its been a while since I seen the list of what is rumored to come and in what order so I could be wrong.
Oh yeah I thought up a really cool Idea for Deff Dread.
Telly Porta: The Deff Dread has the Deep Strike Special Rule
Combat Master: Deff Dreads are devistating in close combat against Infantry. Any Infantry or Jump unit that is in close combat with the Deff Dread. The Deff Dread Gains an Additional attack for every model in base to base contact with the Deff Dread.
Exhause Cloud: Like Most of Ork Machines they exhume a large amount of smoke.smog and toxic gas - thus it gains a 4+ cover save
So for Example: The deff Dread has four combat arms and has 4 attacks. It gains +1 for charge and has five models in base to base contact. Thus it now has 10 attacks.
WS: 5
BS: 2
S: 6/10
Armor Value: 13/12/12
I: 4
Kan Guard: This is an extra option where a Deff Dread may be accompanied by Two Killa Kans.
A: 4
Automatically Appended Next Post:
OH! Also Killa Kans are now a Elite Choice. So that way you can have
HQ: 2 Big Meks
Elites 1-3 - Your nine Killa Kans
Troops 1-2 Two of the Deff Dreads and if the Deff Dread idea is used you would have four more Killa Kans
Heavy: Three More Deff Dreads.
So a army could have a total of Five Deff Dreads and 13 Killa Kans.
Would that not be the Most Awesome thing Ever?
Or how about a special rule for Killa Kans that since they are smaller than Deff Dreads they are easier to Telly port. So you can deploy Kans Via Deep Strike Rules.
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Post by: Jone96
I dont really exept anything. I like the way they are now.
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Post by: imperialknight2112
I'm pretty sure this is when imagination gets the better of us and makes something way to powerful or unbalances the game but there are several things that are good like the Snikrot rending rule would be nice but the elevation of more elite orks doesnt make sense. I thought that was what nobs were for.
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Post by: Lord_Astaroth
They play great now as is IMHO. My wife and I were just discussing that this morning. The only thing she would like to see is the return of looted vehicles that use the profile of the original army. 250 points is fair for Orks to get a Land Raider, give it a chance of something screwing up when a poor roll is made. The points cost is justified with the poor BS that the Orks get. It's a shame that her "Lan' Raidah" has been changed to be a Battlewagon with 2 twin linked rocket launchers (2 twin broken lascannons)
Also one thing to think about is that GW could potentially sell more tanks this way. Just think of all the conversions!
36809
Post by: loota boy
Stormboyz- give them perhaps a 4+ because of the regimented colors and equiptment, and make them meaner on the charge. Seriously, why is an ork screaming and shooting and chopping up the enemy the same as a ROCKET-POWERED ork screaming and shooting and chopping up the enemy? Perhaps plus 2 attacks on the charge, or str 5 on the charge.
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Post by: The Zoat
Give lootas SPECIFIC weapons to use.
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Post by: Disarray
Honestly, I don't care as long as it comes out AFTER the next edition of rules. If we're the "bubble boy" codex again...
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Post by: Luke_Prowler
Personally I think Orks are awesome the way they are right now, and aside from a new rule book edition being biased against Hordes, I'd rather wait until hey get a semi-competent Codex writer before getting it updated. However, an idea for a HQ: Speed King. a generic HQ that's weaker than a Warboss, but can take any Fast attack as Troop and can buy his own personal ride (including Deff koptas and Battlewagons)
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Post by: warpcrafter
I don't care what anybody says, I want to be able to have more than one 'ard boys unit, and I want them to be at least one point cheaper. I'm tired of my Orks dying in droves, or being absent except for one unit of 'ard boys because a horde army is doomed to being swept away like chaff.
36809
Post by: loota boy
The Zoat wrote:Give lootas SPECIFIC weapons to use.
WHY???? Deffguns are AMAZING!
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Post by: WarrKing
What about giving Mega nobz... mega dokz? which would be pain boys in mega armor? Why cant MEga nobz get them when there less mega bretheren can?
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Post by: Shas'O Dorian
Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
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Post by: Space_Potato
Add in somesort of gunship, like an orky-valk.
Hammer of Gork - Giant Deffkopta loaded with deffguns and big shootas for killing light tanks and infantry.
Fist of Mork - Giant Deffkopta loaded with rokkit launchas and some sort of souped up Zzap gun (minimum strength of 8 maybe?)
S_P
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Post by: Leigen_Zero
Shas'O Dorian wrote:Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
Zzap guns used to fulfil this role quite well, until they took away the auto-hit on vehicles.
As for the 'dex itself, I only have two serious issues with it:
a) meganobz leave much to be desired, perhaps instead of treating them as a separate unit, give the option of mega-armour in the nobz section, so they can keep the option to take nob upgrades (in a similar vein to the warboss entry).
b) looted wagons need better armour, I don't care if it is stolen and repaired, a stolen russ is still gonna be a tough nut to crack!
As for improvements, let a warboss take a stormboy rokkit pack!
36809
Post by: loota boy
Leigen_Zero wrote:Shas'O Dorian wrote:Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
Zzap guns used to fulfil this role quite well, until they took away the auto-hit on vehicles.
As for the 'dex itself, I only have two serious issues with it:
a) meganobz leave much to be desired, perhaps instead of treating them as a separate unit, give the option of mega-armour in the nobz section, so they can keep the option to take nob upgrades (in a similar vein to the warboss entry).
b) looted wagons need better armour, I don't care if it is stolen and repaired, a stolen russ is still gonna be a tough nut to crack!
As for improvements, let a warboss take a stormboy rokkit pack!
This. And let him still take mega armour.
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Post by: thesilverback
Playing Deff Skullz all I want is Looted Vehicles that are useful.
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Post by: gpfunk
I'm a fan of a jump pack mega armored warboss.
I mean, seriously, half of the marine codex can get random jump packs. How hard would it be to slap a turbine on a boss' back?
I'd like to see waaagh bikes made a bit better and also would like to see the same with tankbustas and flash gitz.
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Post by: motorhead1945
I want the goddamn "so-you're-a-terminator-huh-well-f*ck-ye-your-max-save-is-4+" choppas back... pity they removed it, same with khorne berserkers...
Who would NOT pay +1 point per boy for this? Considering today's average army has some 3+ or even 2+ models in it....
And please, power weapons for my waaghboss...
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Post by: Ed Orange
Like most poeple I think that Orks are good atm, there are one or two changes I would like to see though.
1. Nobs, why the small amount of options, not just the mobs I'm talking about in the other mobs, why can't a nob in a warbiker mob have a snazzgun, or at least the mek?
2. Weirdboyz, HQ really? Stick them somewhere else, probablly with elites but them they still wouldn't get taken, maybe and upgrade in a mob.
Also like most peoples. Looted Wagons need sorting out.
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Post by: Arakasi
Some options for Meganobz to make use of the Relentless part of their Slow and Purposeful rule would be cool - Deffguns, Zzap Guns etc - even if only one or two per mob.
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Post by: loota boy
Yeah, throw some heavy weapons on mega nobs, and make looted wagons 13/11/10 or 13/12/10. It's supposed to be the ork gun tank, so why not similar armour? Also, Burnas need a possible way to be better outside of a burna wagon. I think ork elites should be less of "ork with [insert random weapon here]" Perhaps a hasmat kinda suit thing for burnas, that makes them more resilent to blasts/templates? Also, let meks ride in deff koptas!
17459
Post by: Vasarto
WarrKing wrote:What about giving Mega nobz... mega dokz? which would be pain boys in mega armor? Why cant MEga nobz get them when there less mega bretheren can?
Well with that I can see it like this. The pain boys need room and mobility to move around and fix up other orks. They need to be able to do Dexterous things and move around easily enough to use medical repairs on the orks and use the Urty Syringe correctly. The mega armor might make its arms too heavy to operate its Tools correctly.
*Edit* Besides that is what Mad Doc is for.
Also I really think that Killa Kans Should Be an Elite choice! WHY is the Tiny Dread for Orks Competing for Heavy Slots when the Marines get something 10x better than a Killa Kan for Its Elite choice. I mean with Blood Angles you can have up to 9 Dreads as troop elite AND Heavy. Does not make sense.
Plus it is 100% impossible to make a good Ork Dread list because you simply do not have enough dreads to call it a list as such and any attempt any ANY-one, even experienced players to make a competitive ard boy list around it would just fail miserably. Now if they were elites and Deff Dreads could have a Kan Guard that has two Killa Kans after it.
G uess What?
Old Orks
Troops: 2 Deff
Heavy: 9 Kans...
11....Not quite good enough. They will do damage but get blasted away but the 15 Las Cannon lists from Marine players and all their chain or power fist terminators and everyones list is designed to do the same thing.
New List
Elites: 9 Kans
Troops: 2 Dreads and 4 Kans
Heavy: 3 Dreads
That increases it to 18 walkers. FREAKEN 18! Of course this would be almost the entire list for how many points it might be. I just did the points giving them all the Kustom Mega Blasters, Rocket Launchers and Grot Zooka and the cost on those 18 is. 1235. So make it Two Big Mek with Shock attack guns and ALL of the upgrades except attack squig. Five Boy Squads with 3 Rocket Launchas and a boys nob..PK/BP and after that for fast attacks you would have a troop of three Deff Koptas with Twin linked Rockets and a single Buzz saw. That army would be a incredible challenge.
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Post by: Formosa
Killa Kans 50pts Big shoota part of cost (they are undercosted now) moved to elite.. maybe Deff dread 5++ ramshackle save Decent looted vehicle Decent Flash gits Power weapons (fluff supports it) Warlord, T6 S6 WS6 W4 Ld10 Eternal warrior MC 150pts Ghaz would be a warlord, but WS7
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Post by: Mike Noble
Bring back some of the old rules. Choppas, 2d6 pen for Burnas and Zzap guns auto hitting vehicles for example.
More Ard boys sounds great, but they would be a bit too expensive, 10 points each is too much. why not give Flash Gitz some better options? Give them Melta Guns, that would be good.
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Post by: Karl the Jarl
20 point Warbikers and instead of 3-12, make it 3-15 bikers.
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Post by: CT GAMER
I would only add/change a few things tbh:
1. Right now hardly anyone takes slugga & choppa boyz:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
This one time boost to choppas might make them worth fielding on occassion to try to go for a big green tide assault of choppa boyz on waaagh turn(which is very orky).
2. I would give Battle wagons an option for a "looted battle tank" boom gun + ard top version (thus losing all transport) so you can better represent looted russes, etc. and let the looted wagon remain as to represent stuff like looted basalisks, etc. Also add the "super kannon" to the codex as an option for looted wagons to represent a range of mobile orky artillery.
3. Allow one megnob per squad to buy a boss pole
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Post by: Leigen_Zero
CT GAMER wrote:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
What about making them rending, but only on the first turn of an assault and only if they charge?
14152
Post by: CT GAMER
Leigen_Zero wrote:CT GAMER wrote:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
What about making them rending, but only on the first turn of an assault and only if they charge?
I would limit it to being a byproduct of the waaagh and thus be a once per game effect when orks assault during said waaagh. I think this would be a nice way to make choppas somewhat more desirable but not have to change points cost ( Id keep current costs the same).
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Post by: Mike Noble
^ I'd spend an extra point or two for the old choppa rules.
Also, why not get rid of FC, change the Boys to Str 4 base, and reduce their WS to 3 to balance it? It would hurt us in CC too much, and they could actually take a charge. Only problem is that marines hit you on 3s now, but other than that, its great.
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Post by: DAaddict
Mek boyz as an elite or retinue choice - ala Warboss + Nobz. Make the custom megablasta a small blast template again. S8 AP2 gets hot on a WS 2 is atrocious.
Flashgits gotten rid of. Make a snazz gun a nob option.
+5 pts with all the optional upgrades at +5 pts.
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Post by: thunderingjove
warpcrafter wrote:I would expand the selection of Boyz. These are the three grades of Ork Boyz I would include.
Yoofs: These would be the ones with armor 6+, with no cool options, but 4 points each. They are freshly sprouted and still bulking up. They have the stats of existing boyz, but no furious charge or mob rule.
Here's a novel idea. They could screen others and hold objectives. But what about Grots? Where would they fit?
Disarray wrote:Honestly, I don't care as long as it comes out AFTER the next edition of rules. If we're the "bubble boy" codex again...
Hahahaha! Nice culture reference. But seriously, you're prognostication makes me worry some. There is the strong chance that Orks will be made just awful, Tau awful, for a short will with the release of Sixth edition, until Games Workshop drops the new Ork Codex. Ugh. I wonder how they'll bugger us.....
Luke_Prowler wrote:However, an idea for a HQ: Speed King. a generic HQ that's weaker than a Warboss, but can take any Fast attack as Troop and can buy his own personal ride (including Deff koptas and Battlewagons)
I like this idea, sort of a toned down version of Wazzdakka, but with more options for rides. In that spirit, I would like to see more options for Big Meks, including have a reason for giving him mega armor or a kustom megablasta. Has anybody in the history of Fifth Edition ever done that?
Shas'O Dorian wrote:Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
I wish Grots had more use in 40K, similar to in Fantasy. In that spirit, why don't grots get more exotic heavy weapons? Hell, even some missile launchas or the Kustom megablasta would be helpful with their BS 3. Yes, they'll run pretty quick; they're grots.
Ed Orange wrote:
1. Nobs, why the small amount of options, not just the mobs I'm talking about in the other mobs, why can't a nob in a warbiker mob have a snazzgun, or at least the mek?
2. Weirdboyz, HQ really? Stick them somewhere else, probably with elites but them they still wouldn't get taken, maybe and upgrade in a mob.
Personally, I think that regular Nobs are kitted out well enough now for would-allocation cheese. However, the allusion to the Big Mek gets me on my high horse: Big Meks should have access to EVERY weapon and every ride in the Ork Codex; they make the crap for Mork sake, and so should get to play with it.
Arakasi wrote:Some options for Meganobz to make use of the Relentless part of their Slow and Purposeful rule would be cool - Deffguns, Zzap Guns etc - even if only one or two per mob.
I wrote a tread on this same point some months ago. It kills me that you (meaning me and the rest of us Ork players) suffer the negatives of the slow-&-purposeful rule (always moving through difficult terrain), but none of the good (relentless). Most weapons in the Ork Codex are assault, but not all. Fluff-wise it makes complete sense to be that an Ork would strap a artillery kannon to his back, a zzap gun along his love handles, etc.; it would help with wound allocation, give the Orks more anti-tank (that will still probably miss -- but that's OK -- I accept BS 3). I'm not sure whether you would want to have the heavy weapon replace the power klaw; I could be argued either way on the issue.
Formosa wrote:Killa Kans 50pts Big shoota part of cost (they are undercosted now) moved to elite.. maybe
Brilliant!
Formosa wrote:Deff dread 5++ ramshackle save
Every Ork vehicle should be ram-shackled; they're all crap (except the battlewagon, maybe), and should act accordingly when they pop. On that page, the ramshackle rule should allow for more control for the Ork player to represent the driver's willingness to suicide drive his trukk into the enemy if he can pretend said trukk is a missile. Let me correct myself -- barrage: the trukk should be able to fly over other units.
Mike Noble wrote:Choppas, 2d6 pen for Burnas and Zzap guns auto hitting vehicles for example.
Totally. All choppas, rending; all big choppas, rending with a +2S. I take big choppas sometimes so I have the chance of not going last. I would love to make this insane choice less insane.
Why would you call burnas kan-openers if they can't open up killa kans with any more ease than the average shootaboy? Ridiculous. This might be solved in the BRB update by making all power weapons +Dsomething versus vehicles. I don't know.
I don't know if I buy the idea that zzap guns autohit; grots shoot them with re-rolls, so it's less of an issue. However, I would suggest two corrects: 1). the zzap gun should be ordinance -- why the hell would it be otherwise? 2). the strength should be 6+1D6. I really feel that the zzap gun should be AP 1, but I have heard fluff-arguments against that were half convincing. I won't repeat them.
Some further thoughts:
1). Weirdboys should be elite, accompanied by an entourage of madboys of various hilarity. Other codexes have similar options, right? The Dark Eldar, maybe? I don't know. You do. Tell us about them.
2). Sergeants. Nobs essentially the Sargent of their mob. There should be more sargent variety; for example, in a choppa/shoota mob, you might opt for a painboy or mekboy insead, giving the unit feel-no-pain or cybork bodies. Here, I suggest you be allowed to take a nob, a painboy or a mekboy. I really don't understand why lootas & burnas allow for replacements to meks under the misnomer of "upgrade." Give me a break. The mek should be the sergeant of those two elite units, have a second wound and a third attack, a bosspole, and other upgrades creatively envisioned.
3). Kustom Megablasta. For the love of God, make that a melta.
4). Red Pain Jobs. One inch does come in handy. But were have all these super fast armies out there (Eldar, Dark Eldar) that is making the Speed Freaks less tweeky, at least by comparison. I think the red paint job should confer 1D6 inches to all movements, the randomness reflecting the faith that the trukk will go faster.
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Post by: loota boy
Ohhh, weirdboys as elites with mad boy entourage?? I'm drooling.. Mind if I make stats?
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Post by: thunderingjove
loota boy wrote:Ohhh, weirdboys as elites with mad boy entourage?? I'm drooling.. Mind if I make stats?
Ah, pretty please.
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Post by: Vasarto
What about specialized War bosses?
A Table that lets you buy Special rules, Universal rules, weapons etc for a warboss. So for example here is what I mean
Universal Special Rules - 150 Points
A Custom War boss may purchase up to 150 points worth of Universal special rules
Rending - 70 Points
Scout - 30 Points
Fearless - 70 Points
Eternal Warrior - 100 Points
It would go something like that.
It would open up ALL war gear and Options from the Entire Codex for the same price as it is for the unit that uses it.
A requirement would be giving the warboss its own name.
It would open up special rules like the ones only found on special Ork units like the Ambush rule. You may only select one of these however!
Finally you may purchase stats. Everything the stats for the character using a certain amount of points. you are given 7 points to distribute however you like into the characters stats and this is how it starts out.
WS 3, BS 2, St 4, T 2, I 4, A 3, LD 8 Save 4+
So for example, If you spend these seven points you will end up with
WS 5, BS 2, St 5, T 6, I 4, A 4 LD 8, Save 4+
A Customized weapon would also work the same was as making both stats for the character AND the buying customized rules. So it would be something a little like picking between what kind of weapon it is from a list and it would have a low stat and no rules on it.
Slugga
Big Shoota
Rockets
Custom blasta
Close Combat Weapon
Lets say you pick a Close Combat Weapon. It will start out as such.
+1 Attack
See now? No special rules or anything. Now lets pick from the lists above..of course there would be more to it than those but lets say we want to make this a power weapon.
Making it a power weapon would cost 80 out of the 150 points given to make is so. You also use the remaining 70 points to give it a rending special rule. So now we have a weapon with this profile
Doubles Strength, Rending, +1 attack.
Now lets see how it would work with a gun. Lets pick a Custom Blasta. It starts with the following profile below.
Range: 12" Str: 3 AP: 0 Special: None
Now with ranged weapons you are give seven points just like picking out your stats. Adding 6' to the weapons range costs 1 point. So now you have a weapon with this profile.
Range: 24' Str: 7 AP 4
Now for special rules you can pick from a list of a bunch of different special rules below and can have up to 100 points worth. Here is a small list of what may include in that.
Pinning - 40
Rending - 50
Blast - 50
Heavy D6 - 50
Assault D6 - 50 Cannot be a blast.
So lets say you want it to be a blast and pinning so now your weapon is something like
Range: 24" Str: 7 Ap 4 Notes: Small Blast Pinning.
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Post by: rednekgunner
As an avid ork player I have a few complaints.
-All orks should have access to a transport vehicle
-Let nobz squads leadership be based off of number of wounds the unit has not the number of models.
-Some form of AT, burnas could have back their AP bonus
I also have a few wishes
-All nobz have access to the burna.
-Bring back Skarboyz, Madboyz, etc.
-Bic Choppas should rend or at an increased cost be PW
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Post by: Anvildude
Flash Gitz- make them an option for Nobz (like Shootas vs Slugga boyz) and allow one per 5 to have a Melta upgrade, possibly with Gets Hot!
Meganobz- either give them more weaponry options (perhaps Deffgunz, maybe Twin Big Shootaz, etc) or have them be a unit (all or nothing) upgrade for Nobz.
Give Big Mekz 2 Sluggas, but leave the rest of their rules the same. (check the codex, and think of the possibilities)
Allow Warbosses access to every single weapon and piece of wargear in the Codex (they're the Big Boss, they should have their pick of stuff.)
Let any Boyz squad take a trukk (that means any squad with the Boyz stat line, including most Elites)
Mekboyz as an Elite slot (you can take THREE of them for free in most Elite slots, why not allow a full mob?) maybe with a Lance upgrade for the KMB. (and why is the Rokkit more expensive than the KMB?)
Yes to the Madboyz as an Elite or Troop slot. Allow a mob of them to take an, I don't know, Strangeboy as a Nob equivalent (to match fluff. Strangeboyz would be Nob stat Wierdboyz with a -1 to their power roll. rolls of 1 would do nothing.)
All Nobz have access to the Nob Wargear. All Boyz stat mobz of 10 or more may take a Nob.
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Post by: Da Butcha
I'd like Tankbustas to not be so stupid. I would like to see them have "Tank Hunter" (who ELSE would you expect to have this special rule?), and I would like to see them have to shoot an enemy vehicle IF it is in range, and have to assault an enemy vehicle IF it is in range, and be able to make a leadership check to ignore wrecked vehicles.
I'd like to see Kommandos have the option for Tankbusta bombs. First, I have tons of the old models, which have tankbusta bombs, and second, some of the NEW sculpts have Tankbusta bombs. Why take TWO generations of orks with particular wargear, and exclude that wargear?
I'd like to see cybork bodies come standard on Mega Armored Nobs. Point increase, no point increase. It just seems like a guy welded into half a ton of armor plate might have some kustom improvements.
I'd like to see the Ramshackle chart applied to all ork vehicles (not walkers). It's funny and cool. Why limit it to trukks?
I'd like to see some sort of return to Mobbin' Up! Even if the orks can't join the other mob (and again, I don't see why that was SUCH a problem), I think the idea that orks get more confident in groups makes sooo much sense.
If IG is going to have Valkyries in their Codex, and Blood Angels/Grey Knights are going to have Stormravens, and Tyranids are going to have Harridans (or whatever), I want Ork Fightas and Fighta-bommas! I didn't mind that these were absent, until other people got fliers in the game.
That's it, I guess.
34842
Post by: Mike Noble
Not sure if anyone has mentioned it yet but a painboss Hq would be great. If BA can spread FnP and FC around, then it won't be too powerful if Orks can.
36940
Post by: Anvildude
'ceptin that there's a lot more Orks that'll benefit from it.
And isn't that what the Mad Dok is anyways?
21756
Post by: The Thunder Child
As a new player to the orks i usually run kan wall, so heres what i'd like to see
I like the ideas for the different boyz variants, i would even like to see mix and match of those boyz. I think also the mob rule needs fixed, I would like to see something that says orks falling back can regroup into other ork squads so they can get back to krumpin'! I also think orks should be stubborn! Maybe biker meks with KFF! Stormboyz that can assualt from deepstrike would be cool. tankbustas, need revamped, they need thier own transport, maybe a looted vehicle decked out in ZZap guns. If you have a Mad doc, maybe able to give boyz squads painboyz. Lootas are great they need to stay the same, and kans maybe increase squadron to 1-5? and moved to fast attack or elites (maybe i'm just hopeing for that one)  I would like to see looted wagons go up in armour to maybe 12f 11s 10r and be able to select weapons out of the IG Leman Russ Tank variants and let them be squadrons of 1-3 with ramshackle or something.
5531
Post by: Leigen_Zero
Da Butcha wrote:I'd like Tankbustas to not be so stupid. I would like to see them have "Tank Hunter" (who ELSE would you expect to have this special rule?), and I would like to see them have to shoot an enemy vehicle IF it is in range, and have to assault an enemy vehicle IF it is in range, and be able to make a leadership check to ignore wrecked vehicles.
I always thought that was how the rule worked anyway, at least that's how I've seen it played (and play it myself).
Madboyz would be good elites choice, roll on a d6 every turn to see what madness they suffer (like CSM posessed, but less sucky!).
Maybe let looted wagons take either a boomgun, or 2x skorcha/big gunz?
33868
Post by: winnertakesall
And deff dreads to be worth their points in a list that isnt a kan wall.
5269
Post by: lord_blackfang
I predict Elites to be the focus of the next Codex (and in fact, of the next edition as a whole.)
To that end, I expect plastic kits and lots of new options for MANz, Kommandos and Tankbustas.
Based on current releases we can also expect 2-3 completely new units; hopefully they will finally include that medium tank we've always wanted (Gunwagon/Big Trakk type stats.) Probably a flyer, too. But will they go the DE way and give us the Fighta-Bomma, or the IG way and give us the Chinork?
As for my personal wishes, I would like them to drop Flash Gitz as a unit and make Snazzguns a unit-wide upgrade for Boyz, Nobz and MANz.
I would also like a couple different Looted Vehicle profiles and more weapon options so we could build close approximations of other races' vehicles.
21217
Post by: Jag_Calle
Give my kommandos back their darned shootas so they can be an early harrasment/annoyance unit again.
You can keep tankbustas the way they are, but for crying out loud, allow them to RUN towards the closest enemy vehicle in the shooting phase instead of trying to shoot it.... (atm. they can't. they have to try to shoot at that vehicle that's 32" away from 'em, instead of running towards it, then walkin at it in the next phase, and finally shoot at it once it's actually in range...)
//Calle
Oh, and let me take 2 big guns units per heavy choice, atm, they're decent, but not worth a heavy slot in higher point games 1500+...
33586
Post by: Cerebrium
Kustom Megablasta as a blast weapon.
No 0-1 on 'Ard Boyz.
Incentive to use slugga boyz over shoota boyz (OLD CHOPPA RULES PLEASE.)
28360
Post by: Bonegrinder
I wanna see mad boyz in the next ork dex, roll each turn for their special rule FNP, fearless, rage etc.
More options for bog standard boyz as well and more crazy weapons please.
Automatically Appended Next Post: Jag_Calle wrote:Give my kommandos back their darned shootas so they can be an early harrasment/annoyance unit again.
You can keep tankbustas the way they are, but for crying out loud, allow them to RUN towards the closest enemy vehicle in the shooting phase instead of trying to shoot it.... (atm. they can't. they have to try to shoot at that vehicle that's 32" away from 'em, instead of running towards it, then walkin at it in the next phase, and finally shoot at it once it's actually in range...)
//Calle
Oh, and let me take 2 big guns units per heavy choice, atm, they're decent, but not worth a heavy slot in higher point games 1500+...
Tank bustas need a blindfold and guide squig option lol.
20841
Post by: Shas'O Dorian
WarrKing wrote:What about giving Mega nobz... mega dokz? which would be pain boys in mega armor? Why cant MEga nobz get them when there less mega bretheren can?
Because prior to Codex: Golden-Nipple Twilight Marines, a 2+ save with FNP would have been absurd. Also they would have to cost out the bum, The only people who can do it with wound allocation tricks are GK paladins, and look how much you're going to pay for those things.
38186
Post by: The Zoat
Lootas with LOOTED weapons, like with gets hot! or sumfink.
36809
Post by: loota boy
^ So I can, instead of havin the deffgun, I can have an autocannon, that doesn't have the random rof of lolz, and is get's hot!? I don't think so.
But, here are my stats for weirdboys with madboy entarauge.
Unit comp- 1-3 wiredboyz
0-20 mad boyz
Weirdboy- WS4 BS2 S4 T4 W2 I3 A3 LD7 Sv4++
Madboy- WS4 BS0 S3 T4 W1 I2 A2 LD7 Sv-
Weirdboy- 45pts
Special rules-
Furious charge
mob rule
Waaagh!
Psyker
fueled by Waaagh!
Warphead
Options-
Add up to three grot restrainers per wierdboy- 5pts each
Copper staff- 10pts
Each Weirdboy may take up to one of the following totems for 15pts each-
Totem of Warpwazza
Totem of Blitzrukk
Totem of Morwurr
Totem of Grimzag
Totem of Waaagh!
The squad may be led by Old Zogwort- 145pts
Change to warphead rules- Instead of choosing to roll again, roll 2 dice and pick either result
Grot restrainers- A grot restrainer will negate an 'eadbanger result on the roll of a 6. Two will negate on a 5+, and 3 will negate on a 4+. For each prevented 'eadbanger result, remove one grot restrainer, and lower the save accordingly.
Copper staff- A copper staff is a power weapon.
Totems- A totem allows weirdboys to roll certain powers more often. If a roll does not include the totem's corresponding power, you may roll a die, and on a 5+, you are able to use the power. Otherwise choose a power as normal.
Totems-
Warpwazza- 'Ere we go!
Blitzrukk- Warpath
Wurrmor- Frazzle
Grimzag- Zzap
Waaagh!: Waaagh!
Madboyz- 5pts each
Special rules-
Furious charge
Mob rule
Waaagh!
Madder than a helmet full of stinger squigs.
Wargear- 2 choppas.
Madder than a helmet full of stinger squigs
Roll a die at the beggining of their turn
1 Durrr..
The madboyz cannot act this turn. Weirboys may still use psykic powers.
2-5 Hurr!
The madboyz act normally.
6 Raargh!
Th madboyz str increases by 1, and their attacks are rending. They also gain the rage usr.
36940
Post by: Anvildude
Nice. I'd say Troops slot for them? Maybe 7 pts each for the Madboyz instead? I'd leave Zogwort as the IC HQ he already is, and give HIM the 2d6 pick which one.
For Wierdboyz, instead either have them roll completely randomly, or give them, Idk, Funny Hats, which allow a reroll. And the totems rule should read (note, I like the rule, just not how its stated) that a player can try to get that specific power on a roll of 5+, if not, roll again normally.
Other than that, I like it!
36809
Post by: loota boy
Actually, the general consensus is that they should be elites.
But thanks!
34842
Post by: Mike Noble
Also, I'm sure its been mentioned before, but why not make a Wierdboy Unit, like an IG PBS? At least make them 1-3 for one Elite slot.
23399
Post by: thunderingjove
Mike Noble wrote:Also, I'm sure its been mentioned before, but why not make a Wierdboy Unit, like an IG PBS? At least make them 1-3 for one Elite slot.
Look above. Thera been a decent attempt at one.
Question: how would you rewrite ramshackle, besides making it universal?
36940
Post by: Anvildude
Don't really think I'd rewrite it, actually. Other than maybe something where one of the Zoom Off and Hit Something results doesn't damage the riders, signifying that it just falls apart when it gets there. Or maybe a result that scatters the passengers 2d6 inches away from where the trukk stops. That'd be fun.
13352
Post by: n3koj1n
I think an ork unit with bs 3 would be nice.
And some melta. Need a ranged way to pen av 14.
20901
Post by: Luke_Prowler
n3koj1n wrote:I think an ork unit with bs 3 would be nice.
And some melta. Need a ranged way to pen av 14.
Why don't we give them a 3+ armor save while we're at it?
36940
Post by: Anvildude
So, say, go back to 2nd edition rules, where 'Ard boyz go 3+, and regular boyz could get a Flakk armour upgrade to 4 or 5+?
20901
Post by: Luke_Prowler
Maybe I should have gone for the blunt route: Why don't we just make them more like Space Marines
36809
Post by: loota boy
I may try to throw together stats for a fightabomba while i'm at it.. Or perhaps just a fighta? And does anyone have any ides for fixing stormboys?
23399
Post by: thunderingjove
Luke_Prowler wrote:Maybe I should have gone for the blunt route: Why don't we just make them more like Space Marines
You're observation is valid; we don't want Space Orks becoming imperial. But armor saves do need some adjustment, if for any reason than because how badly we Ork players are hit by the Fearless special rule. My solution would be to have combat-loss result sums be translated into HITS inflicted as opposed to WOUNDS, similar to the affect of a vehicle blowing up. As it stands now, the Orks suffer more from the chaos of not having won combat than that of jumping out of a fast vehicle & taking a fire ball up the butt.
36940
Post by: Anvildude
Or possibly (and this would be more for the whole entire rulesets) reintroduce Psychology. That's be fun. Things like Fear Modifiers, Madness, etc. Then you could get appreciable results even if you (or anyone, really) lost combat, just from sheer number of attacks.
After all, I'd be a bit rattled if I just had 30 giant green dudes flailing their rusty Choppas at me, Power Armour or not.
36809
Post by: loota boy
Stats for ork fighta-bomba
F: 12 S: 12 R: 10 BS: 2 Type: Fast, skimmer.
Transport
Fighta-bombas have a transport capacity of 12 models and one dread. Models in mega armour count as 2 models.
Firepoints: 2. One on either side.
Acsess points: 3. One on either side and one at the rear.
Special rules
Scout, Ramshackle, like a bomb waiting to go off, Do a barrel roll!, Droppin' Kapsule.
Like a bomb waiting to go off.
If the fighta-bomba suffers a "Vehicle Explodes!" Result, and still has bombs of any type left, treat them as if they had just been dropped apon the point were the fighta-bomba had once been. If it suffers a "Vehicle Wrecked" result, then, on each turn after the fighta-bomba had been wrecked, roll a die. On a 6, treat the fighta-bomba as having suffered a "Vehicle Explodes!" result, centering the templates on the fighta-bomba. Units may elect to fire at a wrecked fighta-bomba, and on a penetrating hit, treat the fighta-bomba as suffering a "Vehicle explodes!" result. The fighta-bomba has -1 armour on the side that the attack that wrecked it hit it.
Do a Barrel Roll!
The fighta-bomba may elect to "Do a Barrel Roll!" and be counted as obscured. If it does so, units may not disembark, and cannot drop bombs. They may fire as many weapons as normal, but at a minus 1 penelty to BS. If there are models in the fighta-bomba, on a 4+, they suffer d6 wounds, with saves. Dreads are unaffected.
Bomber
The fighta-bomba may drop as many bombs as it wishes over a place that it passed over.
Droppin' Kapsule
Like Grav chute insertion.
Wargear
1 Deffgun
2 Bigbomms(see deffkopta entry)
1 blasta/multi-bomm.
Blasta bomm
Str8 ap4 heavy1 large blast one shot
Multi-bomm
Str5 ap5 heavy 4 small blast one shot.
Options
Armour plates- 10pts
Boarding plank- 5pts
grabbin' Klaw- 5pts
RPJ- 5pts
Mega Magnet- 20pts
Bigshoota sponsons- 10pts
rokkit launcha sponsons- 20pts
deffgun sponsons- 30pts
kustom mega-blasta sponsons- 30pts
Replace standard deffgun with kannon- free
Replace standard deffgun with zzap gun- 5pts
up to 2 more bigbomms- 15pts each
up to one more blasta/multi-bomm- 25pts
Kapsule bomms- 15pts
Mega magnet
May be fired at any vehicle the fighta-bomba passes over. On a 2+, the vehicle is pulld d6 inches in the direction the fighta-bomba is going and takes d6 glancing hits. On a roll of a one, the strain on the magnet is too great, and it is ripped off, and the fighta-bomba suffers a glancing hit.
Kapsule Bomms
The bomms are mounted inside the Droppin' Kapsules to ensure more accuracy. The bombs only scatter 1d6.
36940
Post by: Anvildude
Thought there were already Apoc rules for the Fighta Bomma?
Love yurn, though. Especially love the Supa Magnit an' Like a Bomm
34708
Post by: Alphacerberus
I have never played orks but have been told about the old rule of how orks could join other units of orks if they were fleeing etc sorry if im being a bit vague id like to see the whole "over dere das a big fightz kikin off" on the battlefield.
(also if someone could describe how the old rule worked and/or how it came to be scrapped.)
34842
Post by: Mike Noble
^Mob Up? Don't know the exact wording, but yeah it worked somewhat like you said.
Personally, I'd make the Fightabomma less like a Stormraven and more like a Valkyrie but that's just me.
36940
Post by: Anvildude
Was called Mobbing Up, IIRC. Not certain of the specifics, though.
34439
Post by: Formosa
loota boy wrote:Stats for ork fighta-bomba F: 12 S: 12 R: 10 BS: 2 Type: Fast, skimmer. Transport Fighta-bombas have a transport capacity of 12 models and one dread. Models in mega armour count as 2 models. Firepoints: 2. One on either side. Acsess points: 3. One on either side and one at the rear. Special rules Scout, Ramshackle, like a bomb waiting to go off, Do a barrel roll!, Droppin' Kapsule. Like a bomb waiting to go off. If the fighta-bomba suffers a "Vehicle Explodes!" Result, and still has bombs of any type left, treat them as if they had just been dropped apon the point were the fighta-bomba had once been. If it suffers a "Vehicle Wrecked" result, then, on each turn after the fighta-bomba had been wrecked, roll a die. On a 6, treat the fighta-bomba as having suffered a "Vehicle Explodes!" result, centering the templates on the fighta-bomba. Units may elect to fire at a wrecked fighta-bomba, and on a penetrating hit, treat the fighta-bomba as suffering a "Vehicle explodes!" result. The fighta-bomba has -1 armour on the side that the attack that wrecked it hit it. Do a Barrel Roll! The fighta-bomba may elect to "Do a Barrel Roll!" and be counted as obscured. If it does so, units may not disembark, and cannot drop bombs. They may fire as many weapons as normal, but at a minus 1 penelty to BS. If there are models in the fighta-bomba, on a 4+, they suffer d6 wounds, with saves. Dreads are unaffected. Bomber The fighta-bomba may drop as many bombs as it wishes over a place that it passed over. Droppin' Kapsule Like Grav chute insertion. Wargear 1 Deffgun 2 Bigbomms(see deffkopta entry) 1 blasta/multi-bomm. Blasta bomm Str8 ap4 heavy1 large blast one shot Multi-bomm Str5 ap5 heavy 4 small blast one shot. Options Armour plates- 10pts Boarding plank- 5pts grabbin' Klaw- 5pts RPJ- 5pts Mega Magnet- 20pts Bigshoota sponsons- 10pts rokkit launcha sponsons- 20pts deffgun sponsons- 30pts kustom mega-blasta sponsons- 30pts Replace standard deffgun with kannon- free Replace standard deffgun with zzap gun- 5pts up to 2 more bigbomms- 15pts each up to one more blasta/multi-bomm- 25pts Kapsule bomms- 15pts Mega magnet May be fired at any vehicle the fighta-bomba passes over. On a 2+, the vehicle is pulld d6 inches in the direction the fighta-bomba is going and takes d6 glancing hits. On a roll of a one, the strain on the magnet is too great, and it is ripped off, and the fighta-bomba suffers a glancing hit. Kapsule Bomms The bomms are mounted inside the Droppin' Kapsules to ensure more accuracy. The bombs only scatter 1d6. sorry dude, we dont need another stormraven. plus the FB is far too small to carry a dread
17459
Post by: Vasarto
Here is a FIXED Storm boy!
Points 5 points lower than they are right now
WS: 4 BS: 2 S: 4 T: 4 I: 4 A: 3 Leader: 7 Save: 5
Rules: Jump Infantry, Fleet, Relentless, Scout, Ferocious charge, Waagh, Fearless.
We are da A team: Storm Boys are the Elite fighting core to the Ork forces. They are trained to be fearless, Orderly and are brought up in a very structured and disciplined military life style.
Because of this, The are able to control objectives as if they were troop choices.
OH NO! - Something has gone terribly wrong with the rocket packs on da Orks! Before moving during the movement phase. Roll a six sided dice, On a roll of a 1 and the troop scatters 2d6 inches. The troop must scatter. This is counted as some of the rocket packs malfunctioning and because of the disciplined lifestyle and upbringing of these military Orks. The group attempts to stay together as the platoon it was trained in.
Wargear:
Stick bombs
Slugga
Choppa
A Stormboy may replace his slugga with any of the following
Combi Flamer - 20 points
Combi Rocket - 30 points
A stormboy may replace his slugga and choppa with any of the following
Power Claw - 50 points
Big Choppa - 20 points
Rockit Launcha - 30 points
One Storm boy may be upgraded to a storm medic ( counts as pain boy ) - 60 points
36940
Post by: Anvildude
If you're going to give them the Nob'z profile (T4 W2) you might want to actually Raise the points cost.
If you just give them the T4, but not the 2 wounds, leave the cost as is.
Like the Fearless and Scatter rules, and Da A Team. I'd remove Fleet, since that's what Waaagh!! is for, and there's no use for Relentless (about the only Heavy weapons in the Ork codex are Big Guns and Deffgunsm, and I can't see Stormboyz lugging a Lobba around)
Something I'd like would be a Nob upgrade for Lootaz, and allow the Nob to take a more powerful Deffgun. Called a WOT?gun. maybe twin linked Deffgun? One on either side of the head.
"Oy, wot kinda shoota iz dat?"
"WOT? OI CANT 'EAR YAZ. SPEEK UP!"
8620
Post by: DAaddict
Add some ICs to make the fluffy clans. i.e. Take Gutt Stompa the Goff clan SC and be allowed to take skarboyz as troops.
Goff Clan -
Skarboyz 7 pts each with option to put them in eavy armor for +3 points. Skarboyz have a S4
Evil Sunz -
Cheap buggies and bikes as troops.
Bad Moons -
Perhaps cheaper flashgits or flashgits as troops instead of nobz
Make those subject to a waagh get X2 initiative on a charge rather than +1 I. The problem with slugga + choppa is I2 or I3 means they are going slower than 90% of opponents. At least pulling them to I4 means mutual death.
5212
Post by: Gitzbitah
I think more options for squad leadership would add quite a bit of variety to the codex. Take a departure from the standard Imperial route, and have the Special Characters modify the upgrades a unit can take, not just the force order it is. Include the Arch arsonist in your army and you can replace your boyz Nob with a Burna Nob. Use Badrukk and get access to Flashgitz, or use Mad Dok and get some sort of modified access to painboyz (maybe Painboy trainees, that kill an additional model every time they roll a 1 on a FNP roll, or something equally Orky).
The old buggy towed cannons ( hopsplats?) Would be interesting to see- have a buggy squad able to drop off an anti armor cannon with a grot gunner once per game.
an interesting biker modification might be well tuned Engines, which removes the smoke effect but grants them an extra d6" each movement phase. On a 1, it breaks and they're back to standard movement.
I'd like to see the KFF extend 2d6" away from the big mek, so that it too could backfire or work spectactularly.
I love the idea of fighta-bommas being in the dex!
36940
Post by: Anvildude
Just having a SC for each type of Elites. Already got Ghazzy for MANz, Grotsnik for Painboyz. Have a basic Warboss type SC for Nobz, the Arch-arsonist for Burnas, a Loota SC, a Tankbusta SC, etc.
36809
Post by: loota boy
[ Vasarto wrote:Here is a FIXED Storm boy!
Points 5 points lower than they are right now
Now they are only 1 pt higher than regular boys, and they have way better stats an equiptment.
WS: 4 BS: 2 S: 4 T: 4 I: 4 A: 3 Leader: 7 Save: 5
Decent.
Rules: Jump Infantry, Fleet, Relentless, Scout, Ferocious charge, Waagh, Fearless.
Don't need relentless, and waaagh is for fleet. Fearless isn't relly need, mob rule is fine, and we have bosspoles and zagstruk to manage leadership problems.
We are da A team: Storm Boys are the Elite fighting core to the Ork forces. They are trained to be fearless, Orderly and are brought up in a very structured and disciplined military life style.
Because of this, The are able to control objectives as if they were troop choices.
Cool.
OH NO! - Something has gone terribly wrong with the rocket packs on da Orks! Before moving during the movement phase. Roll a six sided dice, On a roll of a 1 and the troop scatters 2d6 inches. The troop must scatter. This is counted as some of the rocket packs malfunctioning and because of the disciplined lifestyle and upbringing of these military Orks. The group attempts to stay together as the platoon it was trained in.
I'd rather have the old faulty rokkit packs.
Wargear:
Stick bombs
Slugga
Choppa
A Stormboy may replace his slugga with any of the following
Combi Flamer - 20 points
Combi Rocket - 30 points
ANY stormboy, or just the nob? And 20-30 pts is way too much for a kombi weapon. Meks take REGULAR burnas for 20pts. Make them both 5pts.
A stormboy may replace his slugga and choppa with any of the following
Power Claw - 50 points
Big Choppa - 20 points
Rockit Launcha - 30 points
Again, ANY stormboy, or just the nob? Upgrades are way overpriced, pk's are always 25pts, bugchoppas are 5, and rokkit launchas are 10.
One Storm boy may be upgraded to a storm medic ( counts as pain boy ) - 60 points
Cool.
23399
Post by: thunderingjove
I would like to see some corrections with the upgrades.
For example, allowance of grot ammo runts needs be more liberal; the SAG Big Mek really needs five to make his BS less of a bummer when you roll high on the strength. Also, more ammo runts would allow the low, unimproved BS to remain, as is the Ork character, without having it be a constant annoyance.
Also, as I mentioned on a previous thread, I would like Mek tools and grot riggers to go into effect immediately after the Immobilized! or Weapon Destroyed! result was rolled, sort of a feel-no-pain-like save.
36809
Post by: loota boy
^Good stuff. Especially like grot rigger thing.
41700
Post by: Field Gen
Proposed rule on Orks with Bikes.
Instead of Eavy Armor on bikers or bike Nobs. Let it Confer An Extra 1T and Increase how expensive it is. So Eavy armor Biker Nobs Cost 20 Points each to upgrade to a T6 Model and The bike makes them T5 then the Eavy Armor goes over Bike AND Nob so it makes them T6.
I also agree on the making Kans Elites as well as the Kan Guard idea would be fun...a 24 walker list would make Orks Super Brutal and than we could start seeing them making the top 10 in the Ard boys finals more often lol. Maybe even top 5 or winning!
A 24 Walker list is just under 1700 points. Add the rest troops as boys squads with slugga choppa and a boys nob and w/e and you got a gods list for Ard boys lol.
OH Another cool idea!
Reduce flash gits price as well as price in the options they have by 10% and make them plastic model kit that comes with 10 Flash Gits for $45.00
23399
Post by: thunderingjove
I don't know about the increased toughness; it's more consistent with the rest of the 40K armies that the increase only be by one.
However, there might be some minor corrections made, such as upgrading the dakkaguns to TL rokkits for five points more, or even downgrading the dakkaguns to TL Shootas for five points less.
36940
Post by: Anvildude
You know, I don't think I've ever seen "And you can downgrade your weapons for -5 pts" in a codex?
I think the point with the Toughness was more that the Bikes already add a point of toughness (profile of T4(5)), and that more metal strapped on should increase that even more, either T4(6) or T5(6), which I agree would be a nice upgrade. However, it wouldn't be a 'eavy Armour choice, more like, 'Welded In' or something.
I'd rather like it if Bikes and Koptas and such were able to take a sort of 'Ard case' upgrade, giving them an AV of 9 or something, instead of their Tougness and Save. Could be interesting.
41554
Post by: Your Friend Doctor Robert
Squiggoth.
We must have Squiggoth.
Flash Gitz should be BS 3.
Boyz need higher Initiative.
20901
Post by: Luke_Prowler
Your Friend Doctor Robert wrote:Squiggoth.
We must have Squiggoth.
Flash Gitz should be BS 3.
Boyz need higher Initiative.
Squiggoth should stay Apoc
Non- SC Orks should never have a BS higher than 2
A higher Init might not be that great an idea when combined with FC.
41700
Post by: Field Gen
So like for bikes and Kopters do a Vehicle Armor value and wound combo where you penetrate the armor first than wound them.
Basically armor value adds to their toughness. So you gotta pen the armor first than wound the model.
36940
Post by: Anvildude
Yeah, basically. only it's replacing the Toughness with an Armour Value, all-round. So instead of T4(5), where Str1 can't wound and Str7 and up are virtually guaranteed to wound, have, like, AV9, where Str3 can only glance, Str 2&1 can't wound. The rest of the stats would be the same, with Str7 and up still hitting with similar regularity, maybe even a bit weaker. But in exchange for that, you'd be rolling on the Armour Pen chart, replacing Wrecked and Destroyed with Wounds, and taking advantage of the Squadron rules.
In essence, you'd be trading taking more wounding hits from high-strength weapons, for a better chance that those hits wouldn't kill you, and immunity from ID from double toughness weapons.
36809
Post by: loota boy
Seems rather complex.. Perhaps have the engine cloud cover thing confer a cc advantage. Like, because of the choking fumes, enemy initiative is reduced by one, or to initiative 1, or for each cloud an enemy loses one attack to a minimum of one.
23399
Post by: thunderingjove
Personally, I think that the warbikes are fine, except for the lack of upgrades (or downgrades) as latex above. I suspect that players would be more willing to field them at twenty points each with a lesser TL weapon, and perhaps the possibility of RPJs.
29016
Post by: MannyMcCoconut
I'd like to see the KFF extend 2d6" away from the big mek, so that it too could backfire or work spectactularly.
Love this.
For bikes, I would love to see the psycoblasta special rule again(fire deffguns instead of attacking when you first assault).
14152
Post by: CT GAMER
loota boy wrote:^Good stuff. Especially like grot rigger thing.
+1
A few more ideas I would like to see:
1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.
2. Drop the price of warbikers by about 5 pts.
3. Allow 1-3 trukks to be bought as a Fast attack option.
36940
Post by: Anvildude
Definitely agree with the trukks. One question, though, is would you have any options for them that would reduce their transport capacity, like Looted Wagons have?
14152
Post by: CT GAMER
Anvildude wrote:Definitely agree with the trukks. One question, though, is would you have any options for them that would reduce their transport capacity, like Looted Wagons have?
Well you could allow them to purchase kill kannons/boomguns and be made into "gun trukks" (making them become H. Support) I guess.
37943
Post by: CageUF
I like the idea of having multiple variants of Looted Wagons.
Perhaps Variants of:
Landraider
Rhino/Predator/Razorback/Etc
Leman Russ
Allow the orks to pick out what their base looted vehicle is and how to orky it up! Oh course major point increases for Big Armor and Big Guns but this would allow orks to get into mech game in a whole new way.
Other than that, we need more named warbosses / characters.
35005
Post by: Juvieus Kaine
I think there could be a few neat changes.
- Snikrot, Zagstrukk and Badrukk moved to HQ choices. THis would make a lot of sense since each guy has it's own uniqueness and could easily qualify for Warboss status. And for each guy perhaps making their selected unit Troops.
- Flash Gitz absorbed into the Nobz profile with some reduced costs. TO be quite honest, all Flash Gitz are, are Nobz with 'eavy armour and a crappy shoota. I think absorbing them into the Nobz unit would offer more options to the type of unit as a whole. As for the gun, it needs better stats. I'm thinking more Assualt 2/3, 24", str5/6, ap2/3.
- Looted Wagons change. At the current moment, they're not very good. THey could do with either multiple profiles or a neat rule which pretty much means it's a vehicle from another armour expect using Don't Press Dat, Bs2 and having -1 to all armour values to a minimum of 10.
- Transports for more units. I don't get why some units, like Burnas and Tankbustas don't have trukks, when they should really have one.
- Madboyz. If they're mentioned, I'd like a unit of them, or at least have them as a Weirdboy retinue.
- Squig packs. We know Orks, particularly Snakebites, love squigs. So why not have a unit of the snappy buggers?  Could mangle them into the grots unit.
39581
Post by: Murray145
-Big Mek Special HQ
-Possibly another Warboss Special Character
-Squig Packs
-Ork Fighta Bombas
-More Vehicles
and always More Dakka! More Choppy! and More Shootier!
36940
Post by: Anvildude
Oddly enough, we alreaedy have a Big Mek SC. Wazdakka is actually a Big Mek, just a Big Mek on a Bike. Honestly, though, i would prefer if he was just Da Big Bika, and we had a separate Big Mek character.
Heck, ought to be HQ SCs for all the different mobs! Can you imagine the havok a Tankbusta HQ would cause? Twin-linked Rokkits, Tankhamma, Tankbustas as Troops. Doesn't matter if the 'Bustas have to fire at the nearest tank, when your half of the board is covered in Rokkits.
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Post by: Solorg
Lord_Astaroth wrote:They play great now as is IMHO. My wife and I were just discussing that this morning. The only thing she would like to see is the return of looted vehicles that use the profile of the original army.
Let me just stop you there for a moment and say that you, sir, have a pretty awesome wife.
Okay, moving on: I like the current codex quite a bit. I think there are some obvious errors that need to be cleaned up in order to come into line with 5th edition. I agree regarding Looted Vehicles - it would be nice to see them return. I wouldn't mind a way to get myself a Tau Railgun on my Looted Wagon, either. I could say: "more options for Grots!" but it is the Ork Codex after all, not the Grot Codex. Truthfully, too, I wouldn't really use them.
Other than this, I think it would be nice to see a Battle Fortress under the standard list. Take it up a notch, I say. The Battlewagon is 120xx pts plus and we routinely play 2-3000 point games. Even if I take three Battlewagons, that's only about 10% of my points - maybe a little more when you consider the extra weapons I put on it.
A Megadread would also be a fantastic Ork Choice. Killa Kanz and Dreads are OK, but Kanz lack real OOOMPH and Dreads just go down way too fast for me. Plus what Ork Mekboss worth his salt stops there? BIGGER IS BETTER!
Last but not least, I want my Warboss to have the option to have a Rokkitpack. The easy way would be to allow the army to be led by Zagstrukk, I suppose. Then allow Stormboyz to count as troops if he leads them. I mean, that would be awesome.
Okay, I guess that's all. Also I hope that unit options don't change to the point where I would have to redo all my units again. LOL.
23399
Post by: thunderingjove
CT GAMER wrote:
+1
A few more ideas I would like to see:
1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.
2. Drop the price of warbikers by about 5 pts.
3. Allow 1-3 trukks to be bought as a Fast attack option.
1). What phase would you allow the mek fix to occur?
2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.
3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.
25753
Post by: moonshine
I think in the next ork codex everything will have the exhaust cloud or will be able to buy it (datk eldar did it (sort of)).
I hope they bring back Madboyz aswell. Maybe they should make flash gitz better and make snikrot, zagstruck and badruk hq choices allowing there type of unit to become an hq. Also, it would be awesome if there was a loota special character.
Oh and options for clan upgrades just like chaos gets upgrades for it's mark, orks should get upgrades for there clans.
36809
Post by: loota boy
I am not really liking the ideas of making characters like snikrot and zagstrukk HQ. That would be like eldar pheonix lords, and look how often they get used. Not at all, unless you count apoc, and I don't because apoc is not really about strategy and unit effectivness.
On the issue of looted wagons, it would not be good to make wagon variants based off leman russ landraider and razorbacks. I own 3 looted wagons, and not one of them are any of those. (they are de raider, valk and monolith.) Really, I think they should do something like this-
Supa arma variant- has 13/12/10 instead of 11/11/10
Mega dakka blasta varient- Comes with big shoota sponsons and hull-mounted big shoota. These can be upgraded to rokkits, skorchas, deffguns, kannons and zzap guns.
Ultra speeda zooma variant- is fast and had transport capacity of 20 models.
Or something like that.
23399
Post by: thunderingjove
Anvildude wrote:Oddly enough, we alreaedy have a Big Mek SC. Wazdakka is actually a Big Mek, just a Big Mek on a Bike. Honestly, though, i would prefer if he was just Da Big Bika, and we had a separate Big Mek character.
You know, even though Wazzdakka has Mek tools, do you think in the history of this edition they have ever been used?
14152
Post by: CT GAMER
thunderingjove wrote:CT GAMER wrote:
+1
A few more ideas I would like to see:
1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.
2. Drop the price of warbikers by about 5 pts.
3. Allow 1-3 trukks to be bought as a Fast attack option.
1). What phase would you allow the mek fix to occur?
2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.
3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.
1. I wouldn't change how Meks and repair work, just allow the boarding plank to have this use as well (and specify that it can't be used by a mek to fix and a model to attack an enemy vehicle in the same turn). So you could roll up a trukk with a plank that has a big mek in it to within 2" of a damage ork vehicle and in the shooting phase attempt to repair it as normal.
2. This is more of a wishlist item...
3.No the trukks would act as independent vehicles units (so you could use them to transport units that can't get them as dedicated transports currently).
36809
Post by: loota boy
CT GAMER wrote:thunderingjove wrote:CT GAMER wrote:
+1
A few more ideas I would like to see:
1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.
2. Drop the price of warbikers by about 5 pts.
3. Allow 1-3 trukks to be bought as a Fast attack option.
1). What phase would you allow the mek fix to occur?
2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.
3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.
1. I wouldn't change how Meks and repair work, just allow the boarding plank to have this use as well (and specify that it can't be used by a mek to fix and a model to attack an enemy vehicle in the same turn). So you could roll up a trukk with a plank that has a big mek in it to within 2" of a damage ork vehicle and in the shooting phase attempt to repair it as normal.
2. This is more of a wishlist item...
3.No the trukks would act as independent vehicles units (so you could use them to transport units that can't get them as dedicated transports currently).
These are all very good ideas, and should get implemented.
36940
Post by: Anvildude
I don't know... I think it'd be absolutely great if Trukks came in Squads of 3. Then you'd be able to get a full 30 Boyz mob into a single squad of Trukks. But then, if one got Immobilized, it'd be Destroyed. Could have something funny go on with that. Either they split into another unit, the rest of the Trukks have to disembark immediately (to stay in cohesion) or the Orks that were left behind have to try and get back to the main mass of boyz as quickly as possible.
Called "Oi, wait up!"
41700
Post by: Field Gen
What about a Shock Attack Gun Big Mek on a Bike that can fire after moving?
35865
Post by: Cottonjaw
Vasarto wrote:Flash Gits - I would like to see the flash gits drop in price by a good portion as well as the price for their options cut in half if possible. I would like to see them being used as they are good units but the price that they cost makes them a terrible choice. Also a BS of 3 would be nice since all they do is shoot.
I would love to see Flash Gits just get SHOOTIER. I love the models, I love the rambo-esque conversions I've seen, but they just aren't potent enough for their point cost.
BS3, definitely. Maybe an additional shot.
37905
Post by: awb
Weridboyz mob like psker battle squad?
36809
Post by: loota boy
awb wrote:Weridboyz mob like psker battle squad?
I made an attempt at that on page 2. Take a look.
23399
Post by: thunderingjove
loota boy wrote:^ So I can, instead of havin the deffgun, I can have an autocannon, that doesn't have the random rof of lolz, and is get's hot!? I don't think so.
But, here are my stats for weirdboys with madboy entarauge.
Unit comp- 1-3 wiredboyz
0-20 mad boyz
Weirdboy- WS4 BS2 S4 T4 W2 I3 A3 LD7 Sv4++
Madboy- WS4 BS0 S3 T4 W1 I2 A2 LD7 Sv-
Weirdboy- 45pts
Special rules-
Furious charge
mob rule
Waaagh!
Psyker
fueled by Waaagh!
Warphead
Options-
Add up to three grot restrainers per wierdboy- 5pts each
Copper staff- 10pts
Each Weirdboy may take up to one of the following totems for 15pts each-
Totem of Warpwazza
Totem of Blitzrukk
Totem of Morwurr
Totem of Grimzag
Totem of Waaagh!
The squad may be led by Old Zogwort- 145pts
Change to warphead rules- Instead of choosing to roll again, roll 2 dice and pick either result
Grot restrainers- A grot restrainer will negate an 'eadbanger result on the roll of a 6. Two will negate on a 5+, and 3 will negate on a 4+. For each prevented 'eadbanger result, remove one grot restrainer, and lower the save accordingly.
Copper staff- A copper staff is a power weapon.
Totems- A totem allows weirdboys to roll certain powers more often. If a roll does not include the totem's corresponding power, you may roll a die, and on a 5+, you are able to use the power. Otherwise choose a power as normal.
Totems-
Warpwazza- 'Ere we go!
Blitzrukk- Warpath
Wurrmor- Frazzle
Grimzag- Zzap
Waaagh!: Waaagh!
Madboyz- 5pts each
Special rules-
Furious charge
Mob rule
Waaagh!
Madder than a helmet full of stinger squigs.
Wargear- 2 choppas.
Madder than a helmet full of stinger squigs
Roll a die at the beggining of their turn
1 Durrr..
The madboyz cannot act this turn. Weirboys may still use psykic powers.
2-5 Hurr!
The madboyz act normally.
6 Raargh!
Th madboyz str increases by 1, and their attacks are rending. They also gain the rage usr.
27104
Post by: Madmax1
I want Squiggoths and Squig Riders. We need a monsterous creature and cavalry. Also, miss having burnas in a unit of boyz.
23399
Post by: thunderingjove
Would the squiggorth also be a transport? How would that work?
As to having swigriders or boarriders, why not just riders, and let the rules follow accordingly?
27104
Post by: Madmax1
Yes, Squiggoths definitely can transport troops. There's actually rules for them in the IA8 book now, and they used to have rules in the Savage Ork codex/supplement thing. We need that in the official codex, so we can use them all the time. Plus a plastic Squiggoth model would be EPIC!!!!
23399
Post by: thunderingjove
What's the T & W & Sv?
27104
Post by: Madmax1
I don't have the IA8 book with me right now. I'll look it up when I get home.
Automatically Appended Next Post: Oh, and it was Feral Orks that had the Squiggoth rules, not Savage Orks. But that was long ago...
36809
Post by: loota boy
I think there needs to be more special squad leaders in the army, like zaggy and snikrot. Like, we could have-
Burnas with Arch Arsonist of Charadon
Lootas with "Grabber" Gutzbag
Tank bustas with, I dunno, Zogface da tank slaya' or summut.
23399
Post by: thunderingjove
Who is this Arsonist? Is he from the previos codex?
20901
Post by: Luke_Prowler
The Arsonist has been mentioned in the 4th edition Ork codex, but I don't think he's ever had an official stat/model.
36940
Post by: Anvildude
And the 4th codex is the latest codex. It's... complicated.
Someone made a decent go at rules for 'im in a different thread, somewhere.
Ah, here it is.
Luke_Prowler wrote:The Arch-Arsonist of Charadon
The Arch-Arconist is a semi-mystical figure in the Loki sector, more a symbol that an actual Ork. An Arch-Arconist counts his victories not in the planets he's taken over, but the worlds he has burned to the ground. Each succeeding Ork Warlord takes the title, and with it it's persona, a psychodic pyromaniac with no goal other than to turn everything he touches to cinders. The most famous was Snagrod, a hulking monster who's Waaagh! on Rynn's World who nearly lead to the destruction of the Crimson Fist chapter. Although the Waaagh! was eventually fought off, Snagrod left his mark on Rynn's World, and in Ultima Segmentum. Over the years, the Imperium have sent several attacks on the Ork empire of Charadon, in the hope to keep a Waaagh! such as Snagron's from happening again, many led by the vigilant Ultramarines. But with the Tyranid hoard continuing it's rampage in Ultramar, the attacks are lessened and men are pulled away. Charadon is left unchecked and a Waaagh! is steadily growing, with it's sights on Ultramar. Another Adeptus Astartes chapter shall soon be under the Arch-Arsonist's belt.
Cost: 190
Stats: WS 5/BS 2/S 5/T 5/W3/I4/A5/Ld 9/2+
Wargear: The Arch-Arsonist has Mega-Armour, Power Klaw, Stikkbombs, a Bosspole, a Cybork Body, a Twin-Linked Scorcha, and a Fireball Special
Fireball special: An unfortunate experiment in the research for a plasma scorcha has lead to a....plasma scorcha.
The Fireball Special has the following profile
R: Template* S6 AP4 Assault 1.
*To fire the Fireball Special, put the narrow end of the template within 6" of the weapon and the large end in no closer to the weapon as the narrow end
Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh!, Where There's Smoke..., Curse of the Arch-Arsonist.
Where There's Smoke...: Wherever the Arch-Arsonist is, fire is not far behind. If the Arch-Arsonist is not held in reserve on the first turn, all terrain is Dangerous Terrain to the enemy units.
Curse of the Arch-Arsonist: A Warboss has to be a little unhinged to be an Arch-Arsonist to begin with, and whether they're truly insane or just playing the part is anyone's guess. But on the battlefield they are a terror irregardless. On his turn, the player may have the Arch-Arsonist gain Rage for the rest of the battle, and gain 1d6 attack on the charge rather than the normal 1.
Da Big Burna: The Arch-Arsonist allows two Burna-boyz units to be taken as Troops choices
Pretty awesome, I think. The opening paragraph is from the Codex.
20901
Post by: Luke_Prowler
Aw, geez, thanks for the complement
Personally, I don't think there need to be a a lot of SC. I won't mind a few more (like the Arch-Arsonist), but there is not need to drown in them (like what happened with Space Wolves)
25753
Post by: moonshine
Hopefully they will bring back Nazdreg
1726
Post by: Lord_Astaroth
Well, first I'd like to tell Solorg thanks about the wife. She is pretty awesome. Don't know how many other guys have their girls playing and painting with them. We have a whole game room devoted to the hobby with her Orks on display.
Now, back on subject. If I were to make some realistic changes, it would be as such.
-Bring back true looted vehicles. Orks can loot ANYTHING with an armor value, but cannont take parent codex upgrades. Points are exactly as found in parent codex. I do not think GW will go for it as they don't like allies, and the idea of bringing multiple codexes to the tournaments.
-More grot entries. It would be cool to see a grot commander type allow you to take certain of those grot entries as troops. Make it possible to have a legal grot rebellion army that seems to be possible. (Maybe I'm speaking mostly for my wife as she thinks grots are cute)
-Keep the maximum 4+ armor save choppas in the 3rd edition codex, but make them better than close combat weapons. I still say that we use the house rule we had back in the day where you subtract the armor save by 1. IE: Terminators with 3+ and Guardsmen with 6+. Can be no worse than a 6+. That way most unit are affected by it rather than just terminators and power armor.
That being said, that's all the rules I can think to add. They are a perfectly functional army for 5th edition, but who knows how they will survive in the next edition.
41136
Post by: DaKKaLAnce
moonshine wrote:Hopefully they will bring back Nazdreg
Yes! They need to bring brack Nazdreg. He was the only ork with a nice Stat line, Inculding BS 4, had a cool gun too.
36809
Post by: loota boy
For Arch Arsonist I don't think He should have mega armour. I also think he should give all burnas and skorchas in the army tl.
27104
Post by: Madmax1
I think the Arch Arsonist should let you take Burnas as the heavy weapons in every boy squad.....actually I think that should just be a regular rule in the codex, even without the Arch Arsonist. That's the way it used to be. I miss that.
29016
Post by: MannyMcCoconut
Also, miss having burnas in a unit of boyz.
Agreed.
Remember when you could take a unit of skarboyz or ard boyz and throw 10 of them in a trukk with 3 burnas? Now that, I miss.
23399
Post by: thunderingjove
DaKKaLAnce wrote:moonshine wrote:Hopefully they will bring back Nazdreg
Yes! They need to bring brack Nazdreg. He was the only ork with a nice Stat line, Inculding BS 4, had a cool gun too.
I think one of the fundamentals of the Ork race is that their BS is 2 and it does not increase as they go up the ranks.
36809
Post by: loota boy
thunderingjove wrote:DaKKaLAnce wrote:moonshine wrote:Hopefully they will bring back Nazdreg
Yes! They need to bring brack Nazdreg. He was the only ork with a nice Stat line, Inculding BS 4, had a cool gun too.
I think one of the fundamentals of the Ork race is that their BS is 2 and it does not increase as they go up the ranks.
Yeah, orks would probably have bs 3 if they didn't just fire off their guns into the air 'cause it's fun. Even Da Boss cant resist let'in loose a couple rounds into da sky from 'is shoota!
27104
Post by: Madmax1
Remember when Orks (I think they were called Lootas back in the day) could take a sniper rifle, which gave them BS 3? Ah, good times.
40788
Post by: Detonator
A Grot HQ and some Grot Elites and Fast Attack. Alos get rid of Runtherds if this HQ is taken. Now we can have a full Grot army.
Also an Ork HQ and Elie choice that has BS 3/4 and some other sorta of shooting advantages but combat disadvantages.
23399
Post by: thunderingjove
I think if you want both a higher BS than 2 and the desire to retain the mypotic fluff of the Ork race, Grots and more Grot variety are the answers.
9217
Post by: KingCracker
There is some pretty good idea going around in this thread, as well as some head scratchers
I too think FlashGits need a BS3 upgrade and a lower points cost. I only use them when the game is a fun one, even then they can get on ones nerves. Mainly because the points cost to effectiveness just gets to ya.
I dont think ANY Ork should go beyond BS3, they cant see well anyways and they are not known for being crack shots. However, I do find it odd that a unit that specializes in shooting (FlashGits/lootas/shoota boyz) cant possibly get better at it. Maybe even make them have to take a LD test or something to let the shoot at BS3 instead of BS2. I dunno, work on it but always being BS2 kindda sucks.
Im also digging the Grot army idea as well. That would just be all kinds of fun. And bring back army wide burnas! Yes a burna boy squad is cool and I love them, but being the only useful units to take them? (Sorry Im not a fan of kommandos)
8620
Post by: DAaddict
I would like to see a bonus to slugga/choppa boyz as opposed to shoota boyz say +1 S. This would increase their damage potential in HTH.
30 Shoota boyz - 20 hits 10 wounds 3.3 marine kills
90 hth attacks 45 hits 22 wounds 7.3 marine kills
30 slugga boyz - 10 hits 5 wounds 1.7 marine kills
120 hth attacks 60 hits 40 wounds 13.33 marine kills.
Sounds like it is unbalancing but the orks are going to lose the initative battle and that means a number of orks will be dead before they ever swing.
20901
Post by: Luke_Prowler
I had an Idea that all choppas get Rending on the WAAAGH! This not only helps slugga boyz, but Storm Boyz and Kommandos.
25753
Post by: moonshine
I miss the good old days when choppas meant nobody could have an armour save better than 4+. Good times indeed
24409
Post by: Matt.Kingsley
I reckon 40K orks should have rending choppas, like rending 5+?
36809
Post by: loota boy
There needs to be a middle section transport. We have the sucky trukk and the awesome battlewagon. There has to be some middle ground. Like a battlewagon thing with less troop capacity, or a trukk with a ton, or something in-between, like with 12/12/10 or 13/11/10 and 15 troop capacity.
35540
Post by: Eldrad
why do orks need anything new they are already one of the most ripped armies in the game?
40027
Post by: terminator44
I just want them to fix two units to make them useful again:
1: The Flash Gitz. Ork players should be able to take a shooty mob with these guys and not get destroyed every game. Maybe lower the points cost to 20, give them BS3, or at least let the Nob take a bosspole so the mob doesn't quit the field after taking a couple of losses.
2: Tankbustas. Orks also need a decent anti-tank unit. Lootas may be okay at gutting light vehicles, but not against tanks. PKs can do well against anything, but you can only take a few of them in any mob. Get rid of that horrible Glory Hogs rule and let them take a Trukk as a Dedicated Transport (the Burna Boys should be able to do so as well, for that matter).
36940
Post by: Anvildude
@ Loota Boy - you mean like the looted Wagon? But yeah, I see where you're coming from. Be nice to be able to take that as a DT
I'm definitely agreeing with the Flash Gitz speak - and most of the suggestions haven't even been OP at all! Though I think it'd be more a trade of of either BS3 or lowered points cost. Though honestly, I think just allowing the Gitz to each have different gun upgrades (for wound shenanigans) would go a long, long way to making them better. I remember there was a thread where one poster said they absolutely loved their Gitz, and that they wrecked face all the time with them- but they had Wound Shenanigans going on. I hated to give them the truth...
And I believe that, first off, the option to give all Elites a DT would be great, even if it were just a Trukk, and second, that just adding the Tank Hunter USR to the Tank Bustas would, well, be awesome. Even without getting rid of Glory Hogs.
38143
Post by: ironhandstraken
What about ork from a certain clan have certain abilities e.g.
snake bite being tougher
and bad moons have better armour
36940
Post by: Anvildude
Or possibly, if you run with or without certain things in your list, you can count your army as part of that Clan, and get certain bonuses. Like, if every unit in your army is mounted (trukks, Battlewagons, Bikes, Buggies, Koptas) and everything that can get it has a Red Paint Job, you can count your army as Evil Sunz, and all vehicles get an extra inch of movement, on top of RPJ.
Or if you had at least two units of Meganobz and Flashgitz, you could count as Bad Moons, and all upgrades are one point cheaper.
Or if you have nothing but maximum strength Boyz units and a Warboss, you'd be able to be Goffz, and get an extra inch in the Waaagh!
Or if you had maxxed out Lootas (either one mob of maxxed out Lootas, or all three FoC slots were taken with them) you could take one Heavy Support or Fast Attack choice from another codex (if the HS or FA had an AV), with the Don't Touch Dat! Special rule added.
Or if they brought back Boarboyz, or put Squiggoths or Face Biter Squiggs in regular, then taking some combination of them would give your Gretchin Furious Charge, or give all your Orks immunity to Poison, or something.
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Post by: Rogueyopants
warpcrafter wrote:Yoofs: These would be the ones with armor 6+, with no cool options, but 4 points each. They are freshly sprouted and still bulking up. They have the stats of existing boyz, but no furious charge or mob rule.
Skarboyz: These are the experienced boyz, those who have been on a raid or two and scavenged some decent gear. They have 5+ armor and in addition to the standard selection of shoota or slugga/choppa, they may also forgo all shooting options to have big choppas. They would be 6 points. They have mob rule and furious charge.
'Ard boyz: These are the really battle-tested boyz, those who have survived a waaagh but are not up to Nob status yet. They have S4, furious charge, mob rule, stubborn and countercharge, and 4+ armor, and are 8 points each. (And are no longer a 0-1 choice) They may have one nob per 10 boyz, the aforementioned big choppa option, and burnas as a special weapon choice.
Thats kinda....well...not good, a boy is a boy, no matter what his name is, boyz should always have a 6+ save unless you wanna upgrade one squad to 'ard boyz, what stops a "Yoof from picking upa big shoota and spraying the crap out of someone, Yoofs should have mob rule because if there so useless, they should rely on numbers, and NO furious charge, why dont we just stick a grot in his place
The Burna option is a great idea though, burn the crap out of the enemy then assualt them (Or not fire the burnaz and use them as power weapons....omg...pwn..love it, maybe 1 burna for every 10 guys, having three would be cool, but it would sorta boot the Burna boyz out of the codex, but Normal boyz with burnaz sounds pretty sweet
I would like to see the good old choppa Ignoring Armour saves, those were some good days, and big choppas acting as if they were power weps  , and 1 Nob per 10 boyz sounds alot more better for Rhino, Razorback, Whirlwind Cracking
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Post by: Lanrak
Hi all.
I think it would be cool to have generic 'specialised' HQ options to allow more themed Klan structures...
EG.
Bad Moons are led by a Kaptin' Flash Git (Supa shooty)
Blood Axes are led by a Kaptin' Komando(Supa Sneeky)
Deff Skulls are led by a Kaptin Loota.(Thevin gitz)
Evil Sunz are led by a Big Mech(Supa speedy)
Goffs are lead by a Warboss(Supa stompy)
Snakebites are lead by a Runtmaster(Old skool)
This way we could add the more 'themed units ' and allow them to be taken as non scoring troops chioces for ther approrpiate clan leader.
Eg
Bad Moon Flash Gits.(Inspired by original flash gitz. Boys in eavy armour with +1 BS-1 attack , 1 in 3 carry Deffrayz (anti tank weapons.)
Blood Axe Kommandoz.
Deff skulls lootaz.
Evil sunz BikerBoys/warbuggies.
Goffs Skarboys.
Snake Bites , boar boys, wild boys , super grotz, (sqiggoths replace heavy support chioces.)
I also think it would be great to list a MULTIPLE profiles for looted vehicles , so players can 'kustomize' any suitable vehicle..
TTFN
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Post by: loota boy
Rather than having to forfull certain army requirments to become a Klan, why not just add klan Banner that would function something like a mark of chaos. Like, Deffskulls could get a 6++ due to the blue warpaint attracting th gods attention, badmoonz would have a bladestorm like ability, goffs would get plus 1 str. Snakebites would get plus 1 toughness, kommandos could get stealth, and evil sunz could move one extra inch during all forms of movement.
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Post by: Matt.Kingsley
They should make it so certain units could have a targeter upgrade that either made them get Bs 3 or re-roll their shooting results
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Post by: CT GAMER
Luke_Prowler wrote:I had an Idea that all choppas get Rending on the WAAAGH! This not only helps slugga boyz, but Storm Boyz and Kommandos.
I already posted this in this same thread...
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Post by: thunderingjove
CT GAMER wrote:Luke_Prowler wrote:I had an Idea that all choppas get Rending on the WAAAGH! This not only helps slugga boyz, but Storm Boyz and Kommandos.
I already posted this in this same thread...
Let's be nice; the thread is getting long. However, let me add to this thought a bit. You know how One shootaboy/sluggaboy can be upgraded for every ten to a wield a big shoota or a rokkit launcha? I suggest that those two upgrades be restricted to Shootaboys only, and something else be allocated to Sluggaboys, such as a "Small Choppa," which will cause rending. I think there should probably a second upgrade, I just can't think what it would be, maybe something that parries or denies opponents attacks.
Also, Big Choppas should increase S by 2 and cause rending.
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Post by: UsdiThunder
In the RT days Ork Boys had BS 3 and had more options. I wish I could of played them back then.
Read page 4 of the ork codex, any boy should be able to "tear out an enemy's throat out with ease" and "fight on whilst horrifically injured and even for a short while after he's dead" To me that reads that they shoud have a higher strength and toughness maybe feel no pain.
IMO I belive the ork stat line should be
@ 8-10 points
WS4 BS3 S4 T5 I3 A1 LD7 Sv6+
But that's my opinion.
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Post by: kadeton
Instead of Furious Charge, all Orks should get the Counter-Attack USR and gain +1 S in the first round of combat, regardless of whether they charged. Currently Orks just don't feel like a reckless horde to me - there's too much fiddling about with careful movement to make sure you get the charge off. This change would make it so that the Ork player would be less concerned avoiding getting charged, and could play in a style more in keeping with the Ork fluff.
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Post by: Eldar Own
thunderingjove wrote:I think if you want both a higher BS than 2 and the desire to retain the mypotic fluff of the Ork race, Grots and more Grot variety are the answers.
Big Meks should have BS3, because 'dey is betta wiv gubbinz' that is the only BS change i feel is neccessary. I like the current feel of the ork shooting phase, roll lots of dice, pick few up again kadeton wrote:Instead of Furious Charge, all Orks should get the Counter-Attack USR and gain +1 S in the first round of combat, regardless of whether they charged. Currently Orks just don't feel like a reckless horde to me - there's too much fiddling about with careful movement to make sure you get the charge off. This change would make it so that the Ork player would be less concerned avoiding getting charged, and could play in a style more in keeping with the Ork fluff.
This too!
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Post by: Madmax1
I realized I never gave the stats for the Squiggoth. In the IA8 book, there are 2 types of Squiggoths. A Big Squiggoth is a Monsterous Creature. It can transport 10 orks and has S - 7, T - 6, W - 4. And it can carry 1 big gun, (kannon, lobba, or zzap gun).
The Gargantuan Squiggoth is a Gargantuan Creature that can carry 20 troops. It's S - 10, T - 8, and W - 8. That one has more weapons including some apocalpyse type weapons.
So, I'd like to see at least the Big Squiggoth in the next codex.
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Post by: loota boy
I think orks are fine with furious charge, and as for the ork with bs 3 str 4 and toughness 5, No thanks. That would most likely cost something a bit more than 10 pts, because it's a plauge marine without power armour, fnp, and one less bs. And plauge marines are 23 pts. That ork would be like 15 pts. And if orks are 15 pts, then the horde aspect is out the window. Also, only one attack per boy?! We are orks, for feths sake! Imho, I think that +1 str and +1 int would be fine.
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Post by: Chosen Praetorian
All i want is for the battlewagons to be dedicated options for boyz squads numbering 20 or less. I think that would make them a very good army again. (compared to being pretty good now)
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Post by: thunderingjove
Eldar Own wrote:thunderingjove wrote:I think if you want both a higher BS than 2 and the desire to retain the mypotic fluff of the Ork race, Grots and more Grot variety are the answers.
Big Meks should have BS3, because 'dey is betta wiv gubbinz' that is the only BS change i feel is neccessary.
I just don't see the myopic Ork nature ever getting beyond a BS of 2, even the Big Mek. As far as seeing the big picture, the Big Mek would put his optics to the wielding in the garage over the shooting at the range. Once again, I think the answer to poor Ork BS is weapons with more shoots, more TLs, greater wackiness, and Grots with more weapon choices.
kadeton wrote:Instead of Furious Charge, all Orks should get the Counter-Attack USR and gain +1 S in the first round of combat, regardless of whether they charged. Currently Orks just don't feel like a reckless horde to me - there's too much fiddling about with careful movement to make sure you get the charge off. This change would make it so that the Ork player would be less concerned avoiding getting charged, and could play in a style more in keeping with the Ork fluff.
I wonder how overpowered it would be to give Orks (or some Ork units) both Furios Charge AND Counterassault?
Madmax1 wrote:I realized I never gave the stats for the Squiggoth. In the IA8 book, there are 2 types of Squiggoths. A Big Squiggoth is a Monstrous Creature. It can transport 10 orks and has S - 7, T - 6, W - 4. And it can carry 1 big gun, (kannon, lobba, or zzap gun).
The Gargantuan Squiggoth is a Gargantuan Creature that can carry 20 troops. It's S - 10, T - 8, and W - 8. That one has more weapons including some apocalypse type weapons.
So, I'd like to see at least the Big Squiggoth in the next codex.
Dude, the Big Squiggoth seems more than reasonable in a normal (non-Apocalypse) game of 40K. Where they ever included in previous codexes or incarnations of the game? Automatically Appended Next Post: loota boy wrote:I think orks are fine with furious charge, and as for the ork with bs 3 str 4 and toughness 5, No thanks. That would most likely cost something a bit more than 10 pts, because it's a plauge marine without power armour, fnp, and one less bs. And plauge marines are 23 pts. That ork would be like 15 pts. And if orks are 15 pts, then the horde aspect is out the window. Also, only one attack per boy?! We are orks, for feths sake! Imho, I think that +1 str and +1 int would be fine.
Amen, brother. We want to play Orks, right? I think we should remember the fluff, then make the codex competitive from the prespective of that fluff. We don't want to overpower them like SW or IG, the SOBs!
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Post by: moonshine
BRING BACK MADBOYZ
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Post by: Eldar Own
Madmax1 wrote:I realized I never gave the stats for the Squiggoth. In the IA8 book, there are 2 types of Squiggoths. A Big Squiggoth is a Monsterous Creature. It can transport 10 orks and has S - 7, T - 6, W - 4. And it can carry 1 big gun, (kannon, lobba, or zzap gun). The Gargantuan Squiggoth is a Gargantuan Creature that can carry 20 troops. It's S - 10, T - 8, and W - 8. That one has more weapons including some apocalpyse type weapons. So, I'd like to see at least the Big Squiggoth in the next codex.
Definetly  A squiggoth would be awesome, cool, orky and awesome. And cool. We now know that GW like making really big models, as they've done with a lot of new fantasy releases and a squiggoth would fit into this nicely. Plus, it's cool, and everyone would buy one. It's a win for us and a win for GW, what's the problem? loota boy wrote:I think orks are fine with furious charge, and as for the ork with bs 3 str 4 and toughness 5, No thanks. That would most likely cost something a bit more than 10 pts, because it's a plauge marine without power armour, fnp, and one less bs. And plauge marines are 23 pts. That ork would be like 15 pts. And if orks are 15 pts, then the horde aspect is out the window. Also, only one attack per boy?! We are orks, for feths sake! Imho, I think that +1 str and +1 int would be fine.
Totally in agreement here. I'd keep the same statline of an ork, but add these special rules Special rules: Furious Charge, Counter-Attack, Brutish Stregnth. Brutish Stregnth: Orks a huge, hulking creatures, with arms as thick as most men and as a result they can cause grievous injuries to any foe. Ork re-roll rolls of  to wound. So orks would have counter-attack, because orks wouldn't stand there and 'let da squishies come ta us', above, and have the brutish stregnth. It solves the fluff question of 'If orks are so huge and strong why do they have the same stregnth as a guardsman?' but without making them overly powerful. As a new points cost, i'd say 8pts, though I've never been good at estimating points costs.
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Post by: Murrdox
Here are my ideas. Some of these have been brought up before:
Add Klan-Specific options to the codex. There are many different ways this could be done.
Flash Gits: BS improved to 3. Snazzguns changed to Twin-Linked. Option to include Bosspole and Dedicated Transport.
Weird Boy: Completely re-do Ork psychic powers, especially the random effects. Players should be able to choose which power they want to use. Make the effects themselves random instead. Instead of a single HQ Weirdboy unit, allow 1-3 Weirdboys to be taken, and allow them to be assigned to individual Boyz Squads.
Pain Boys: Allow 1-3 Painboys to be bought as an HQ option as Independent Characters and split up and assigned to squads.
Looted Wagon: Use the "Big Trakk" option from Imperial Armour 8 instead, call this the Looted Wagon. Remove Apocalypse weapons such as the Supa-Skorcha as an option, but retain the Supa-Kannon instead of the Boom Gun. For those of you without Imperial Armour 8, the Big Trakk is an open-topped, 12/11/10 vehicle with a 12 transport capacity and many customizable options. The Big Trakk could be customized to fit many different roles and models that people have made for their Looted Wagons.
Zapp Guns: Change the S of Zapp Guns to 5 + D6
Storm Boyz: Change to 10 pts. Give Zagstrukk the ability to re-roll his Deep-Strike deviation.
Mega Nobz: Give 5+ Invulnerable Save, Option to buy a Painboy, Bosspole.
Stickbomms: If a unit does not have Stickbomms normally, make this upgrade a flat +5 pts per mob instead of 1 pt per model.
Boyz: Allow unit to take Burnas, Big Choppas as special weapons. Allow Battlewagon as Dedicated Transport.
Burnas: Allow to take Dedicated Transport.
Tankbustas: Remove "Glory Hogs". Add "Tank Hunters". Give option for Dedicated Transport.
Add the Junka tank from Imperial Armour 8. For those without Imperial Armour 8, this is a 11/11/10 that can be customized with a variety of gear including a KFF and Shokk Attack Gun, and can be taken either as an Elite or a Dedicated Transport for a Big Mek.
Waagh!!: The Waagh!! rule was written for 4th edition and was neutered in 5th. To make it powerful again, allow the Orks to Shoot and Run during the Shooting Phase, and give them Fleet. Yes, this makes the Waagh!! really powerful, but in my mind, it should be.
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Post by: Eldar Own
thunderingjove wrote:Eldar Own wrote:thunderingjove wrote:I think if you want both a higher BS than 2 and the desire to retain the mypotic fluff of the Ork race, Grots and more Grot variety are the answers.
Big Meks should have BS3, because 'dey is betta wiv gubbinz' that is the only BS change i feel is neccessary.
I just don't see the myopic Ork nature ever getting beyond a BS of 2, even the Big Mek. As far as seeing the big picture, the Big Mek would put his optics to the wielding in the garage over the shooting at the range. Once again, I think the answer to poor Ork BS is weapons with more shoots, more TLs, greater wackiness, and Grots with more weapon choices.
I see your point, but i still think that meks should be better shots in some way, maybe they must take a Ld check to fire at BS3 instead of 2, representing resisting the temptation of just pulling the trigger hard and making lots of noise.
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Post by: thunderingjove
Eldar Own wrote:I see your point, but i still think that meks should be better shots in some way, maybe they must take a Ld check to fire at BS3 instead of 2, representing resisting the temptation of just pulling the trigger hard and making lots of noise.
Hmm.... An interesting idea, but I'm afraid it would open up a whole new set of complex rules.
Let's think of this from a place of wackiness. What if the rules for the Shokk Attack Gun were modified such that whenever it fired without mishaps (no doubles), the effect was Raargh! on the current chart (double 6s); that is, "any model hit by the gun this turn is removed from play. Vehicles take an automatic penetrating hit"?
That would be very powerful, very wacky, very open to mishaps (due to the mishap chart), and very open to failure (due to the Big Mek's poor BS). I think such a scenario would benefit play because it wouldn't be overpowered (less overpowered than Jaws of the Wolf) due to the fair chance of failure, and very Orky due to its wackiness. You could change this suggestion around to make it fairer, but you see where I'm coming from.
However, what you mentioned about Leadership got me thinking about an idea I had for Tankbustas. There is no reason to get rid of the Glory Hog rule IF that rule were modified such that a leadership roll would negate its effect. How is a general, even an Ork general, going to bring around a unit that disobeys orders EVERY time such-&-such a situation arises? They won't. An Ork general would accept a fifty-fifty percent likelihood (rolls on 7s), but not a one-hundred-percent likelihood, no no no.
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Post by: kadeton
thunderingjove wrote:Eldar Own wrote:I see your point, but i still think that meks should be better shots in some way, maybe they must take a Ld check to fire at BS3 instead of 2, representing resisting the temptation of just pulling the trigger hard and making lots of noise.
Hmm.... An interesting idea, but I'm afraid it would open up a whole new set of complex rules.
Let's think of this from a place of wackiness. What if the rules for the Shokk Attack Gun were modified such that whenever it fired without mishaps (no doubles), the effect was Raargh! on the current chart (double 6s); that is, "any model hit by the gun this turn is removed from play. Vehicles take an automatic penetrating hit"?
That would be very powerful, very wacky, very open to mishaps (due to the mishap chart), and very open to failure (due to the Big Mek's poor BS). I think such a scenario would benefit play because it wouldn't be overpowered (less overpowered than Jaws of the Wolf) due to the fair chance of failure, and very Orky due to its wackiness. You could change this suggestion around to make it fairer, but you see where I'm coming from.
However, what you mentioned about Leadership got me thinking about an idea I had for Tankbustas. There is no reason to get rid of the Glory Hog rule IF that rule were modified such that a leadership roll would negate its effect. How is a general, even an Ork general, going to bring around a unit that disobeys orders EVERY time such-&-such a situation arises? They won't. An Ork general would accept a fifty-fifty percent likelihood (rolls on 7s), but not a one-hundred-percent likelihood, no no no.
Mishap on a double is equivalent to a 1-in-6 chance. Your change is basically the same as saying the Shokk Attack gun destroys whatever it hits on a 2+. I think that's a fair bit more overpowered than JotWW.
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Post by: Eldar Own
thunderingjove wrote:Eldar Own wrote:I see your point, but i still think that meks should be better shots in some way, maybe they must take a Ld check to fire at BS3 instead of 2, representing resisting the temptation of just pulling the trigger hard and making lots of noise.
Hmm.... An interesting idea, but I'm afraid it would open up a whole new set of complex rules.
Let's think of this from a place of wackiness. What if the rules for the Shokk Attack Gun were modified such that whenever it fired without mishaps (no doubles), the effect was Raargh! on the current chart (double 6s); that is, "any model hit by the gun this turn is removed from play. Vehicles take an automatic penetrating hit"?
That would be very powerful, very wacky, very open to mishaps (due to the mishap chart), and very open to failure (due to the Big Mek's poor BS). I think such a scenario would benefit play because it wouldn't be overpowered (less overpowered than Jaws of the Wolf) due to the fair chance of failure, and very Orky due to its wackiness. You could change this suggestion around to make it fairer, but you see where I'm coming from.
However, what you mentioned about Leadership got me thinking about an idea I had for Tankbustas. There is no reason to get rid of the Glory Hog rule IF that rule were modified such that a leadership roll would negate its effect. How is a general, even an Ork general, going to bring around a unit that disobeys orders EVERY time such-&-such a situation arises? They won't. An Ork general would accept a fifty-fifty percent likelihood (rolls on 7s), but not a one-hundred-percent likelihood, no no no.
I'm not sure i agree with your proposed shokk attack gun change, i like it how it is. But i definetly agree with the tankbusta change. One reason i don't take thim is becasue of the glory hogs rule, sometimes tankbustas are more needed shooting/assaulting things other than tanks. A Ld test would be a perfect change, as it makes the rule better and also adds to the fluff because the tankbustas want to shoot the tank but the general wants otherwise. Do the tankbustas to what they're told? Or do they ignore him and go for glory? I always thought that tankbustas should have some rule to do with death and glory, like a re-roll to miss or something.
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Post by: moonshine
If I recall correctly Nazdreg was bs3 (or maybe 4). Maybe a wargear upgrade to give orks bs3 would be better.
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Post by: thunderingjove
Eldar Own wrote: I'm not sure i agree with your proposed shokk attack gun change, i like it how it is. But i definetly agree with the tankbusta change. One reason i don't take thim is becasue of the glory hogs rule, sometimes tankbustas are more needed shooting/assaulting things other than tanks. A Ld test would be a perfect change, as it makes the rule better and also adds to the fluff because the tankbustas want to shoot the tank but the general wants otherwise. Do the tankbustas to what they're told? Or do they ignore him and go for glory? I always thought that tankbustas should have some rule to do with death and glory, like a re-roll to miss or something.
Yeah, the SAG idea I had up there isn't fully thought out, I'll grant you (although, whether the suggestion is more overpowered than Jaws of the Wolf, I'll not quite concede). Perhaps more balanced an approach would be thusly: SAG S equals 4 + 1D6; but roll 2D6, and choice the highest; if doubles are rolls, consult mishap table; the weapon continues as ordinance. Once again, edit and critique. But you see where I'm going: take the fluff; balance the flow for fair & fun gameplay.
Thanks for your kind words regarding my suggestions for the Tankbustas. Tankbusta ought absolutely to have the Tankhunter special rule; that is, +1 to the vehicle damage table, and immunity to tankshocks. And like I said, I think that Glory Hogs can work IF a leadership test negated it.
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Post by: loota boy
thunderingjove wrote:Eldar Own wrote: I'm not sure i agree with your proposed shokk attack gun change, i like it how it is. But i definetly agree with the tankbusta change. One reason i don't take thim is becasue of the glory hogs rule, sometimes tankbustas are more needed shooting/assaulting things other than tanks. A Ld test would be a perfect change, as it makes the rule better and also adds to the fluff because the tankbustas want to shoot the tank but the general wants otherwise. Do the tankbustas to what they're told? Or do they ignore him and go for glory? I always thought that tankbustas should have some rule to do with death and glory, like a re-roll to miss or something.
Yeah, the SAG idea I had up there isn't fully thought out, I'll grant you (although, whether the suggestion is more overpowered than Jaws of the Wolf, I'll not quite concede). Perhaps more balanced an approach would be thusly: SAG S equals 4 + 1D6; but roll 2D6, and choice the highest; if doubles are rolls, consult mishap table; the weapon continues as ordinance. Once again, edit and critique. But you see where I'm going: take the fluff; balance the flow for fair & fun gameplay.
That still results in an average of 10 str. every shot.
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Post by: thunderingjove
loota boy wrote:thunderingjove wrote:Eldar Own wrote: I'm not sure i agree with your proposed shokk attack gun change, i like it how it is. But i definetly agree with the tankbusta change. One reason i don't take thim is becasue of the glory hogs rule, sometimes tankbustas are more needed shooting/assaulting things other than tanks. A Ld test would be a perfect change, as it makes the rule better and also adds to the fluff because the tankbustas want to shoot the tank but the general wants otherwise. Do the tankbustas to what they're told? Or do they ignore him and go for glory? I always thought that tankbustas should have some rule to do with death and glory, like a re-roll to miss or something.
Yeah, the SAG idea I had up there isn't fully thought out, I'll grant you (although, whether the suggestion is more overpowered than Jaws of the Wolf, I'll not quite concede). Perhaps more balanced an approach would be thusly: SAG S equals 4 + 1D6; but roll 2D6, and choice the highest; if doubles are rolls, consult mishap table; the weapon continues as ordinance. Once again, edit and critique. But you see where I'm going: take the fluff; balance the flow for fair & fun gameplay.
That still results in an average of 10 str. every shot.
Sure. With mishaps. And BS 2.
Wait, isn't it closer to 8 or 9? I don't know how to do the probability with to dice choosing the heighest.
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Post by: loota boy
4+ average 3 plus average 4 i'm guessing for the re-roll is averaging str 11, but 10 because you can't have eleven. I think a base str of 5 + re-rollable d6 str would be appropriate.
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Post by: thunderingjove
What about mishaps? How would you incorporate them?
You know what would be funny? If in the scenario I suggest above, you have to select the lower number!
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Post by: loota boy
Ok, well, instead of a re-rollable d6 you could just roll 2 and choose. And if it rolls double, than it's a mishap.
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Post by: thunderingjove
loota boy wrote:Ok, well, instead of a re-rollable d6 you could just roll 2 and choose. And if it rolls double, than it's a mishap.
Exactly. See above. The mishaps could be more destructive too, including Gets Hot! Special rule.
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Post by: moonshine
I think the sag gun rules are fine the way they are, they are random but can still be effective. I am more worried they will change the kff rules
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Post by: thunderingjove
moonshine wrote:I think the sag gun rules are fine the way they are, they are random but can still be effective. I am more worried they will change the kff rules
Wait, you think the rules for the SAG are fine now, or that the mishap table is fine? I ran two SAG all of last year. Let me tell you, they are very uncompetitive, even in double.
I don't believe anybody has mentioned the KFF yet, probably indicating our general like of it. I bet you all that the next codex will see it increased in price, but otherwise unchanged, like the Carnifex in the Tyranid book, forcing us to consider other builds.
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Post by: Luke_Prowler
thunderingjove wrote:moonshine wrote:I think the sag gun rules are fine the way they are, they are random but can still be effective. I am more worried they will change the kff rules
Wait, you think the rules for the SAG are fine now, or that the mishap table is fine? I ran two SAG all of last year. Let me tell you, they are very uncompetitive, even in double.
I don't believe anybody has mentioned the KFF yet, probably indicating our general like of it. I bet you all that the next codex will see it increased in price, but otherwise unchanged, like the Carnifex in the Tyranid book, forcing us to consider other builds.
You say that like it's a bad thing.
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Post by: thunderingjove
Luke_Prowler wrote:thunderingjove wrote:moonshine wrote:I think the sag gun rules are fine the way they are, they are random but can still be effective. I am more worried they will change the kff rules
Wait, you think the rules for the SAG are fine now, or that the mishap table is fine? I ran two SAG all of last year. Let me tell you, they are very uncompetitive, even in double.
I don't believe anybody has mentioned the KFF yet, probably indicating our general like of it. I bet you all that the next codex will see it increased in price, but otherwise unchanged, like the Carnifex in the Tyranid book, forcing us to consider other builds.
You say that like it's a bad thing.
Hahaha.
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Post by: moonshine
Well the sag is not intended to be competative it's intended to be fun and random. Hopefully the kff will stay the same. I think the warboss should be able to take a burna, Orks need a power weapon for the warboss.
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Post by: thunderingjove
moonshine wrote:Well the sag is not intended to be competative it's intended to be fun and random. Hopefully the kff will stay the same. I think the warboss should be able to take a burna, Orks need a power weapon for the warboss.
Wait wait wait. Shouldn't every choice in every codex be "competitive" for some situation fulfilling some need? "Competitive" doesn't mean an overpowered, obvious choice, but a smart choice to an appropriate rationale.
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Post by: Anvildude
Like Pyrovores and Etherials? Nah.
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Post by: loota boy
thunderingjove wrote:loota boy wrote:Ok, well, instead of a re-rollable d6 you could just roll 2 and choose. And if it rolls double, than it's a mishap.
Exactly. See above. The mishaps could be more destructive too, including Gets Hot! Special rule.
Ohhh... I see. I'm sorry, I thought you ment str 4 + 1d6 str + an additional 2d6 str choose the highest, not str 4 + 2d6 str choose the highest. In that case, yeah, good.
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Post by: thunderingjove
loota boy wrote:
Ah, good. I was thinking there was some confusion, but I didn't what to get all pedantic. Do you think under the rule change we've agreed upon that the SAG should stay Ordinance?
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Post by: moonshine
loota boy wrote:thunderingjove wrote:loota boy wrote:Ok, well, instead of a re-rollable d6 you could just roll 2 and choose. And if it rolls double, than it's a mishap.
Exactly. See above. The mishaps could be more destructive too, including Gets Hot! Special rule.
Ohhh... I see. I'm sorry, I thought you ment str 4 + 1d6 str + an additional 2d6 str choose the highest, not str 4 + 2d6 str choose the highest. In that case, yeah, good.
That is over complicated, remembering somthing like that is way too complex. You take away the idea of the sag with somthing like that. The idea of the sag is that it can destroy an entire unit in one turn and do absoloutly nothing the next turn. It would also limit the mishaps.
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Post by: loota boy
Chosen Praetorian wrote:All i want is for the battlewagons to be dedicated options for boyz squads numbering 20 or less. I think that would make them a very good army again. (compared to being pretty good now)
Really? Really? i don't mean to sound offenisive, but then you might as well move it to the dedicated transport section. It's already dedicated for nobs, what more do you want? Battlewagon Brigade Is already very effective. This would make it just stupid. You could have a possible 12 battlewagons! (6 for troops dedicated, 3 for elites nobs dedicated, anouther 3 in heavy support.)
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Post by: CT GAMER
Battlewagons should not become available to all units as dedicated transports, but trukks should...
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Post by: Matt.Kingsley
Stromboy rokkit pack upgrades for Big Meks/Warbosses
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Post by: Luke_Prowler
Matt.Kingsley wrote:Stromboy rokkit pack upgrades for Big Meks/Warbosses
 A warboss wouldn't touch one of those with a ten foot pole, and meks prefer to watch others dirt plow with a rokkit pack than wear one themselves.
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Post by: Matt.Kingsley
Well, it opens up a way to make a stormboy leader (besides zagstrukk the op nob)
Edit: In another thread someone stated that there has to be at least 1% of the ork warboss population that would be silly enough to strp a rokkit pack on his back.
Anyway, who says it couldn't be a 'special' rokkit pack, either re-rolls for him or he gets some-sort-of invun against rokkit pack mishaps ('cauze ov iz skilz  )
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Post by: Anvildude
Cuz 'e painted it Blue, and Blue's Lucky!
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Post by: loota boy
I think it would be a good idea to open up rokkit packs to big meks and nobs. I think you shoudl still be able to take it with mega armour too. How orky would that be?
Also, what about big choppas becoming power weapons?
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Post by: DaNewBoy
More AP 1 weapons or Rending.
More troop options (I'm thinking different orks from different clans/worlds something like savage orcs are in FB)
Grot war machines
Some type of monstrous/large warmachine like Carnifex/Deathdread
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Post by: loota boy
What I would like to see is a way to make warbikers effective. Any ideas?
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Post by: elchristoff
Definitely be able to put trukks as dedicated for any mobs under 12...
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Post by: TutorialBoss
Off the top of my head:
Initiative 3 for Boyz. Makes furious charge initiative bonus actually worth something as well as an actual chance of avoiding sweeping advances.
Nobz get Leadership 8.
'Ard Boyz upgrade not limited to 0-1.
Trukks get automatic 4+ cover saves (similar to the exhaust cloud rationale for warbikers) and can carry 15 boyz.
Trukks are available as dedicated transports for every infantry unit (notably Burnas and Tankbustas).
Big Choppas become two-handed power weapons giving +1 strength (points value increase accordingly).
Kustom Mega-Blastas get AP1 and Melta.
Vehicles can upgrade to have Gretchin gunners (i.e. BS3)
Weirdboyz get significant boost in power. Maybe related to how many other orks are nearby at the time of using his powers.
Warbikers and Stormboyz price decrease.
Gretchin heavy weapons teams can be attached to Gretchin mobs.
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Post by: DaNewBoy
Love the Gretchin heavy weapons idea, and the Melta idea for the KMB, but I think ap1 is taking it a little to far.
Dislike the Big choppa idea, as they already give +2 str and you can get a second CC weapons so +1 attack.
15 boys to a trukk is a good idea too
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Post by: Anvildude
Big Choppa's are already 2 handed, so no extra attack there. Maybe not a Power Weapon, but perhaps disallow armor saves better than 4+?
And you know what's funny? A lot of these suggestions are actually things that used to be in the Codex (or at least as Ork options). I was doing a little archive trawl, looking at the old Ork lists. Most of them were Kult of Speed/Evil Sunz lists (since that was the flavour of the month back then) and a lot of them had piles of boyz in trukks, Trukks as transports for a whole lotta different units, etc. Different rules, of course, but still, a lot of the same sort of flavour of these ones.
Agree wholeheartedly with the Init. 3. Boyz're real eager to get to da fightin'.
Maybe not Melta for KMBs, instead AP1. I don't like the Orky lack of Melta ('cept for the Wierdboy), but it is a distinct flavour for our army, and if you're in range for a Melta hit, you're going to be in Assault range. Since you're gonna have a PK or equivalent anyways, why bother with the Melta? (I know, to pop the transport so you can assault the gooey center. My point still stands. Orks are about the only Mechanized army that would rather melee a tank open than shoot it open)
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Post by: The Zoat
Snotlings!
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Post by: warspawned
It doesn't need much...
A model for Nazdreg - Tellyportas as an optional extra rule for him...
Snakebite Boarboyz!
Stealth for Kommando's.
Squiggoths, Madboyz & some other Foregworld stuff making it into the list.
Battlewagons as a Dedicated Transport for Nobs/Warboss...
I want to see options for making each of the main clans more valid & characterful. A choice of clan altering the FOC would be nice.
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Post by: Matt.Kingsley
BWs are transports for nobz....
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Post by: DaNewBoy
Tellyporta for deep strinking Orks. Awesome!
Imagine Ghazy and Meganob reserves deep strike a tau gunline... all you can rape buffet...
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Post by: loota boy
warspawned wrote:It doesn't need much...
A model for Nazdreg - Tellyportas as an optional extra rule for him...
Would be cool, yeah.
Snakebite Boarboyz!
Just model them as such and treat them as warbikers.
Stealth for Kommando's.
A deffinate must.
Squiggoths, Madboyz & some other Foregworld stuff making it into the list.
Yes.
Battlewagons as a Dedicated Transport for Nobs/Warboss...
All ready can.
I want to see options for making each of the main clans more valid & characterful. A choice of clan altering the FOC would be nice.
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Post by: Anvildude
The trouble with treating Boarboys as Warbikers is that there would actually be a pretty distinct difference between the two; nameley, Bike troops vs. Cavalry. Bikes might get faster movement, but Cavalry gets a faster (longer) Assault distance, which, for Orks, is a big, big difference.
Also, a Boarboy wouldn't have Dakkaguns.
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Post by: Org
Hey guys. Well, being an awesome fellow Ork-player, I have started a task of making a Fandex, just some stat lines and options for units and the rules and such.
Now, I have read this thread, mostly through, some parts skimmed, and seem to have found this as a big part of what is wanted, and then my plans for them:
-More HQs! Nazdreg, Arch Arsonist, Maybe some sort of Runtherd Special Hero, Kommando Special Hero/Upgraded Warboss option, Painboss(Pain Boy HQ)
-Fix Tankbustas/Flash Gitz! My plan right now is to instead combine them, probably as well as Burna Boys, making them a better Flash Git unit. Cheaper, more options for more dakka, Hopefully not as Useless as the Tankbustas/Flash Gitz
-Weirdboy/Mad Boy/Psyker Battle Squad Equivalent! Definitely, this. I love the idea.
-Ork Varieties: Yoofs/Regular Boys/Ard Boys/Skar Boys is the plan.
-Fix the Looted Wagon! Yes. I took someone's idea, with three different variations. Whoever thought of that, you are an awesome person.
-More Grot units. This idea, I am not too sure of at the moment. I mean, Grots do need to play a bigger role IMO, but how. Grot squads will have Big Gunz as Options for the Troop unit, and Big Gunz being removed from Heavy Weapons.
-Meganobz. More support for them, possibly the Kannon/Zzap Gun idea.
-Big Mek Retinue. Yes, again. Possibly some sort of special weapons-type squad.
-Kustom Mega Blasta. Melta, but probably not AP 1.
-Deff Dreads/Killa Kan Mobz. I think maybe putting these as elites, but maybe as long as a Big Mek is used in your army.
-Waaagh!-A unit may either Run and Shoot, Or Run as if that unit had Fleet on a turn where you declare a Waaagh! All weapons with Choppa in the name gain the Rending special rule on the Waaagh!
So, yeah, that seems about right.. Ummm, if you guys have more suggestions that are useful and not a repeating of "Bring X Back", awesome! Or criticism or something. Hahaha.
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Post by: Anvildude
I'm not sure about combining Bustas, Gitz and Burnaboyz, honestly. Bustaz have a very distinct flavour to them, that doesn't match other units; same with Burnas. Bustas are the ones that have the thrill of the 'big kill' in them, while Burnas are what you get when an Ork goes Pyromaniac (not to mention, how will the Arch Arsonist allow Burnas as a troops choice if they don't exist?)
Gitz are Nobs, meaning they don't mix well with the Boyz in the Burnas and Tankbustas squads.
I could see something where Gitz have weapons options that could make them into a Nobby version of the Burnas or Bustas, like a Snazzgun upgrade that lets it shoot Rokkits or Templates, somewhat like the 'Blastas!' upgrade makes them shoot Beems o' Death instead of bullets. Call 'em Fryas and Whizzas or something. They'd prevent More Dakka! from being taken as an upgrade, and give either Template or Str. 8 as options.
Love the Waaagh! choppa rule. Could see the Big Gunz as troops being very, VERY effective backfield objective units.
One of the things I think we all agree on is that pretty much every squad should be able to take a Trukk as a dedicated transport, and I think that'd go a long way towards fixing stuff.
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Post by: Org
Hmmm.
Actually, I think those are some better ideas. You make some very good points.
I think the only problem with making Flash Gitz much better would be the competition with Lootas. What role are both meant to play, if not the exact same, just with the Gitz a bit better(debatable, I know.).
Now, another question, as maybe my wording wasn't exactly clear, but eh, seems fine to me.
Let Big Gunz be Troop Units, or allow them to be options for Grots, akin to a Heavy Weapons Squad?
Also, yes to the Trukk. Its quite silly that some units cant take it now.
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Post by: Anvildude
I think the way the Big Gunz unit is set up now, doesn't actually limit the number of Grotz you can take in it. Let me check... Nope. Only up to six additional per unit, meaning up to 12 Grotz per Big Gunz squad, plus the Runtherd. I think that may still be the better option, though, rather than allow Grotz to take Big Gunz in regular Grotz mobs, since Orky units seem to be either generally Stationary or generally Mobile.
I think that, instead of thinking of the Flash Gitz as lesser Lootas, look at them more as the Shooty equivalent of Nobz (which is basically what they are). Maybe make 'eavy armour a voluntary upgrade (instead of included in the price) and allow for differentiation of weapon upgrades. That, along with the option for a transport, would make them, if not indespensible, then a decent choice for a Shooty army build.
In that vein, maybe making Lootas a Heavy Support choice and Flash Gitz an Elite choice would make sense as well, seeing as Lootas are generally treated as a stationary gun battery, and Gitz are a Nob variant. Also, if you're worried about them being the 'same', consider that Lootas are a long-range Heavy gun, so, as above, are treated as a gun emplacement, while Gitz are generally a short-range, tough unit that happens to do most of their damage from a range instead of in assault.
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Post by: CageUF
Anvildude wrote:
In that vein, maybe making Lootas a Heavy Support choice and Flash Gitz an Elite choice would make sense as well, seeing as Lootas are generally treated as a stationary gun battery, and Gitz are a Nob variant.
Good point, but my Kans and Battlewagons fill up the heavy slots... suggest this again and fear the repercussions of the Waaagh!
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Post by: zerodemon
The only thing I want to see in any Codex is a deeper customisation system. The last Orks codex was promising because for every big mek you took, you could have a deff dread as a troop option. The same thing for warbosses and nobs. I'd like to see a painboy HQ that isn't a special character to grant the cybork body option and a biker warboss that isn't a special character to grant warbikes as troops.
Pretty much, I'd like to see this in every codex. I'd like to see Space Marine chapter traits reinstated, because they were good. I'd like them to be complete enough that there aren't 5 marine codexes floating about and we can have more frequent updates for normal armies. I'd like to see nice, mark specific Chaos armies that actually work and are characterful and useful and deep customisation rules return for 'nids. Other than that, there's nothing I want.
Except Fighta Bombas.
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Post by: thunderingjove
zerodemon wrote:The only thing I want to see in any Codex is a deeper customisation system. The last Orks codex was promising because for every big mek you took, you could have a deff dread as a troop option. The same thing for warbosses and nobs. I'd like to see a painboy HQ that isn't a special character to grant the cybork body option and a biker warboss that isn't a special character to grant warbikes as troops.
Pretty much, I'd like to see this in every codex. I'd like to see Space Marine chapter traits reinstated, because they were good. I'd like them to be complete enough that there aren't 5 marine codexes floating about and we can have more frequent updates for normal armies. I'd like to see nice, mark specific Chaos armies that actually work and are characterful and useful and deep customisation rules return for 'nids. Other than that, there's nothing I want.
Except Fighta Bombas.
Amen, brother. For example, if you want lootas to be Heavy, then a (certain type of) Big Mek can turn them to a Troop choice, so you're not forced to leave out Killa Kans or Battlewagons. You don't want to be stingy with choice (within reason) like the Tyranid are now.
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Post by: warspawned
Battlewagons as a Dedicated Transport for Nobs/Warboss...
All ready can.
Ha ha ha. You'd think owning the Codex and having a small Ork army I'd know that  Must be the Valium
Snakebite Boarboyz would have to be different - + 2 Strength on the Charge instead of + 1, Cavalry 4+ Sv or +1T etc...Snakebite Nobs w/Poisoned Weapons etc...
I'd like to see Skarboyz (T5) or even Goff Rocka's - giving a unit buff to run or giving them Fleet as they charge the boyz up with METAL  enhancing the WAAAGH energy.
The Arch Arsonist would be AMAZING! Nobz w/Burnas - Burna's in Boyz units - you get the idea
I think all Codex books could use a deeper customisation system & an Allies slot on the FOC wouldn't be a bad thing either. The way I see it we all spend money, time & varying degrees of our life expectancy on these games/forums - it's only right that we should be given more freedom to adequtely represent the background (which is what the majority of hobbyists like most) within our games rather than being restricted to Codex hopping or else 'counts as' - this should never really happen unless someone was doing a crazy themed army for the sake of it, not because rules/models were better/worse. To me this is the most important thing GW needs to address, not in their content as much (though you'll have opinions on that), but in their thought process. They need to re-define the idea of what a Codex is and what it should contain, which they've started doing w/Grey Knights & Dark Eldar - so we'll wait and see. In short I want MOAR!
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Post by: thunderingjove
Anvildude wrote:The trouble with treating Boarboys as Warbikers is that there would actually be a pretty distinct difference between the two; nameley, Bike troops vs. Cavalry. Bikes might get faster movement, but Cavalry gets a faster (longer) Assault distance, which, for Orks, is a big, big difference.
Also, a Boarboy wouldn't have Dakkaguns.
Some good points here. Maybe they would get a poisoned lance-like weapon, similar to the Runtherd prod.
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Post by: Anvildude
I actually took the time to figure out all the 'proppa' points costs for basic Orky statlines and each bit of wargear (though only some of the special rules- those are a bit iffy) and stuck them in a thread here. Could be useful in creating units.
About the Goff Rokkers... I had an interesting idea for them a while back.
Boyz statline, option to get a Nob. Unit size, 4-8. Wargear: Hair Squigs, Powa Akses, one may be upgraded to Percussion, swapping his Powa Aks for a Drum Kit and Beatin' stikks for +5 points, Nob may take Dedicated Vocalist for +5 points (Nob looses Powa Aks). Entire unit may take Ampleefires for +5 points a model. Unit may take a Metal Stage as a dedicated transport.
Powa Akses- Two-handed metal guitars, buzzing with electricity and pure Waaagh!! energy, they can be either fired in the Shooting phase with the following profile, or if they weren't fired in the shooting phase, be used as Power Weapons in assault.
Powa Akses- Range: 18" Str. 5 AP5 Heavy 1 Blast
Beatin' Stikks count as two CCW in assault.
Drum Kit- Range: 24" Str. 6 AP5 Heavy 1 Large Blast
Dedicated Vokalist- Nobz with Dedicated Vocalist do not have any weapons, instead channeling pure Waaagh!! energy through their shouts and yells. During the shooting phase, a Dedicated Vokalist may roll a d3, and use that result on the Wierdboy Psychic Powers table. During assault, their attacks are Rending, as they sheath their hands in Waaagh!! energy- or just beat the enemy with their microphone stand.
Ampleefires- This piece of wargear increases the range of all Goff Rokker shooting attacks by 6"
Metal Stage- AV: F13 S:12 R:11 Stationary. Wargear: Laser-light show, Pyrotechnics. Must be deployed within controlling player's deployment zone before deployment.
Laser-light show- Counts as a Searchlight, but on a roll of 6 to hit, delivers a Zzap gun hit instead.
Pyrotechnics- Flamboyant firey stage show, that can be fired from 2 points on either side of the front of the stage as either a Str 5 AP 5 Template hit, or two Str8 AP3 Heavy 2 Small blast Barrage shots with a range of 36", that always scatter the full 2d6
I was thinking the Stage could also be able to Deep strike or something, too.
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Post by: moonshine
Has anybody else ever thought that it would be cool to have Deffguns on vehicles. A battlewagon with 4 deffguns would be great.
Oh and, Make the cover save on the Kff impossible to ignore. It makes no sence as it is. A kff can protect against a killing lazer in orbit but not a hand flamer !
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Post by: Anvildude
That would be pretty neat, with the KFF. And honestly, I think most weapons should be allowed to be taken by pretty much anyone in the Ork kodex (aside from silly things, like Grots given Kannons... oh, wait. Nevermind.)
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