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Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

While there's plenty of debate over units in any edition or codex, it practically universally agreed on that Flash Gits are the worst choice in the Ork codex, just ahead of the looted wagon (but that's a different topic). While fixing them is important, the problem is how. While you could just knock off the extra five points, not only is that unimaginative (and not nearly as fun), you'd also just get nobs with a different gun. At the same time, I want to make them as unique as possible, so not just making them balanced but interesting as well.

Note: Most of the ideas here were take from the What would you change in your Codex? topic, so I take no credit (yes, even for the stuff I did make up)

First off, the stats of the flash gitz are fine as is. It's tempting to give them a point more of LD, but as smug as they are they have the same feet of clay as the rest of their kind. so the stats are:

Flash Gitz
WS BS S T W I A Ld Sv Pts
4 2 4 4 2 3 3 7 4+ 27
Flash Kaptin
WS BS S T W I A Ld Sv Pts
4 3 4 4 2 3 3 7 4+ +10
Kaptin Badrukk
WS BS S T W I A Ld Pts
5 3 4 4 2 3 4 9 +140

What really different the Flash Gits from other Orks is their flashy equipment (and their douche-baggery, but it would be hard to put that into stats). They get several options for wargear, as well as a new rule.

Special Rules: Mob Rule, Furious Charge, Waaagh!, Kustom Equipment (name pending)

Kustom Equipment
Each Flash Gitz has his own special weapon, worth several teef and built by very skilled (or at least mad) Mek Boyz, made with blasting in mind. When picking wargear for the Flash Gitz, the player may take one upgrade marked with an asterisk (*) for free for the squad. Flash Gitz Kaptain may take an additional free upgrade. No two Flash Gitz units may have the same combination of Upgrades.

Wargear:
Choppa
Gitfindas
Snazzgun:
SnazzGuns have the following stats:
R: 24" S 5 AP D6 Assault 2
'eavy armor
PainBoy replaces their snazzgun and gitfinder with Dok's tools and 'irty syringe

The unit may take any of the following Upgrade for their snazzguns:
-Moar Dakka* Some Flash Gitz pay to have more barrels and scopes attached to their snazzguns. Snazzguns with the more dakka upgrade are Assault 2.
+10 points per model

-Shootier* Weapons that have been tinkered with to make them Shootier have a larger calibre and heavier ammo. Snazzguns with the shootier upgrade have S6
+10 points per model

-Blastas* Really expensive snazzguns fire a crackling energy bolts instead of solid shot. When rolling to determine the AP of the unit's fire, subtract 1 from the roll (to a minimum of 1).
+10 points per model

-Rifled* (name pending): Every Ork likes to account for a long list of kills, and Flash Gitz are no different, taking measures to ensure a higher chance of actually hitting something. Snazzgunz with the Rifled upgrade are Twin-linked.
+10 points per model

-Underslug Launcha: There are things out there that are way too tough for a normal Snazzgun to handle. But Flash gitz do have a trick of their selves just in case. Snazzguns with the Underslug Launcha upgrade are treated as if they have a kombi-rokkit. Cannot be used with other Underslug upgrades
+5 per model

-Underslug Burna: Sometimes Burna Boyz will join traveling Freebooters for fame and loot. However, that need to make things "do the burny dance" never really goes away. Snazzguns with the underslug burna upgrade are treated as if they have a Konbi-flamer. Cannot be used with other Underslug upgrades

For every 5 Flash Gitz, one Flash Gitz may replace his snazzgun with one of the following:
Vulkan Kannon
During the shooting phase, before rolling to hit but after choosing a target, roll a 1d3 die to determined how many additional shots are added. For each 6 rolled, add an additional 1d3. This cannot exceed 10 total shots.
The Vulkan Kannon has the following stats:
R: 24" S5 AP 4 Assault 2+1d3
+10 points

Fireball Special
The Fireball Special has the follwing stats
R: Template* S6 AP3 Assault 1, Gets hot!
*To fire the Fireball Special, put the narrow end of the template withen 6" of the weapon and the large end in no closer to the weapon as the narrow end
+10 points

The Hijacker
When the Flash Gitz assault a vehicle, the player may choose to use the Hijacker. A single model's attacks is rolled before all others, the model treated as Strength 6 . Should one of these attacks penetrate, the vehicle is taken over. it may only fire a single weapon at BS 2, but so long as it is with in 10" of the Flash Gitz unit that hijacked it, it is under Ork control (if outside the range, the vehicle goes straight forward at full speed unit it is either off the board or crashes into something). If there are any units embarked when taken over, they must disembark.
+30 Points

Sun-gun
The Sun-Gun has the following stats
R:30" S:8 Ap 2 Heavy 1, Gets Hot!
+15 points

Incredibly Cool Big Missile Multi Rokkit Barrage:
The MRB has the following stats:
R: 24" S5 Ap3 Heavy 1d3, blast, barrage
+20 points

The unit may include up to three:
-ammo runts
+3 points per model

A Flash Gitz unit may One take the following abilities:
Intimidating Reputation
Some powerful Flash Gitz spread rumors of their arrival, of battles and plunder, making enemies shake in their boot at their mere sight. Looking large and in charge, this is often shown as a large Clan/Freebooter flag, war paint, or simply a ton of spiky armor. When Flash Gitz assault, the assaulted unit must take a leadership test (morale test, whichever won't cause RAW fights). If failed, their Initiative is reduced to 1. Note: should the Flash Gitz' Initiative is also be reduced to 1 in the same assault (for example, by assaulting into cover), then both units use normal Initiative.
25 Points

Personal Force Field
At the beginning of the players turn, the player may choose to activate the PFF. Until the player's next turn, the flash gitz unit counts as being in a +5 cover
20 Points

Tellyporta
If placed in reserve, this Flash Gitz may enter the playing field using the Deep Strike rule
10 Points

Hyper Mushrooms
Special mushrooms specially grown by seedy grots, these mushrooms, when eaten, give the orks an extreme boost in focus, as if the world around them is slowing down. The is the chance that consuming these mushrooms may end badly, but that's the risk that sometimes must be taken.
At the beginning of the first turn, roll a dice to determined the effect, then another for duration (1: lose them instantly, 2: lose them at end of turn 2, ect.). If a Pain Boy is in the unit, you may reroll one of the die, but must accept the new roll.
Effect:
1 "I don't feel good...": The mushrooms have a bad trip, messing with the Flash gitz senses and making them feel ill. choose two of the following penalties: -1 to any stat except Ld, Rage replace Furious Charge, Lose WAAAGH!, Gain Slow & Purposeful.
2-4 "We've been cheated!": The mushroom have no effect on the flash gitz
5-6 Hyper Time: The world around the flash gitz slows down, the mind of the orks working at a level never dreamed of. choose one of the bonuses: +1 BS, Move Through Cover, Combat Tactics (see Space Marine codex)
+15 Points
and remember: drugs are bad.

One Flash Gitz may be upgraded to kaptin
+10 points
In place of a Nob, one Flash Gitz unit may be lead by Kaptin Badrukk
+140 points

Kaptain Badrukk has the same Wargear as the 4th edition codex, except for replacing his choppa for a Glowy choppa, and comes with the Intimidating Reputation upgrade automatically.

A nob may take any of the following:
Boss Pole
+5 points
Glowy Choppa
An impressive choppa infused with some sort of magic energy, a Glowy Choppa counts as a Power Weapon (see the 5th edition Rulebook)
+5 points
Taktikal Eye
Replacing his Gitfinda, a Taktikal Eye gives the Kaptin all the information that he needs on his target, and relaying it to his Boyz. One of the Flash Gitz imay be given BS 3.
+5 points
Big choppa
+5 points
Power Klaw
+25 points

Dedicated transport:
A Flash Gitz unit may take a trukk as a transport. Kaptain Badrukk takes up two spots in it (not that it would matter)

Painboy:
One Flash Git may be a Painboy
30 points
-may be accompanied by a grot orderly
5 points
All models in the Painboy's unit may have cybork bodies
5 points per model

Edit 1: Added some methods to increase the FG's BS, as well as some more special weapons/abilities, and dedicated transport.

This message was edited 2 times. Last update was at 2010/05/04 00:13:16


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Longtime Dakkanaut





This all looks really fun! I've been just generally of the opinion that the ol' Flash Gitz need revamping. Just a few suggestions: Love the Vulkan Kannon (very orky!). The fireball special is a really good idea, but as is it's a little extreme. Don't get me wrong, I love the idea of an AP2 flamer, but I think that that capability has been specifically the purview of Chaos for a reason. The ability of one infantry model to flame away an entire Honour Guard is ludicrously powerful, worth far more than 10 points. As it stands I think it would be more fun if a) it were slightly weaker (skorcha stats, for example), but fired d3 templates with the added clause (maybe that they could not overlap), or b) if it were a little weaker (s6, AP3, like the flamestorm cannon), but were fired like a hellhound gun.

One thing what does becoming a Nob do for a Flash Git? It looks like they're already Nobz to me.







There's just an acre of you fellas, isn't there? 
   
Made in gb
Hubcap





Pudsey UK

I find this enhancement, bar the issues already raised, to be just what the gitz require to be worth their points, and have some utility other than being slightly more survivable, but less shooty Lootas.

Verily. 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Yay, I was a bit worried that the Fireball special might be over powered. The idea was this it was a skorcha fueled by plasma. you idea about being fired like a Hellhound actually sounds very cool.

Upgrading a Flash Gitz just allows it access to power klaw and boss poles. no increase stat wise.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

I like it, it may well turn them into a very dangerous unit
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

I have a squad of flash gitz, the problems mainly come from having to roll for AP, which either makes their shooting the most deadly in the galazy or laughably poor. Meaning they are never going to be used in tornament play. I really don't have a problem with this.

I personally like them as they are, in many ways, but would like if they could take some less random options.

I think one flash git should be allowed to take the options open to a Nob. So bosspole, power klaw or 'uge choppa. This may give them a chance of surviving in close combat. I think the reason they are over pointed is that they are a expensive close combat oriented unit taking up a shooting role, this does NOT work.
So if you want to get your points worth you have to assault as well as shoot. And in an prolonged assault they die easily. Giving one the option to have a PK or big choppa instead of a snazzgun will help to re-address the balance and help the squad in this unusual dual role.
It also adds to the individual nature of the flash gitz, I think.

Also to help out with those who really don't like the random nature of their guns I think that each git in the squad should be given the option of exchanging his gun for twin linked shoota, shoota-skorcha combi or shoota-rokkit combi at +5 pts each. This would make them more reliable but less fun to play with.

As for the over pointed nature of the models, I think the only one I dissagree with is the cost of shootier, it should be +4 not +5 pts.

This message was edited 3 times. Last update was at 2010/04/11 19:55:09


   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I always found that "tournament play" kinda takes the fun out of the hobby. That WAAC mind set makes what's normally a nice game into a hair pulling test of patience. I wasn't thinking about making Flash Gitz "competitive", but rather functional. I was also thinking about allowing them access to kombi weapons, but as I said I was worried that would make them too "Nob Like". Maybe let them take a "Underslung weapon" upgrade. Not really sure.

Anyway, a few extra ideas. these are not as concrete or thought out.

A Flash Gitz unit may take one of the following:
Intimidating Reputation
Some powerful Flash Gitz spread rumors of their arrival, of battles and plunder, making enemies shake in their boot at their mere sight. Looking large and in charge, this is often shown as a large Clan/Freebooter flag, war paint, or simply a ton of spiky armor. When Flash gitz assault, the assaulted unit must take a leadership test (morale test, whichever won't cause RAW fights). If failed, their Initiative is reduced to 1. Note: should the Flash Gitz' Initiative is also be reduced to 1 in the same assault (for example, by assaulting into cover), then both units use normal Initiative.
25 Points

Personal Force Field
At the beginning of the players turn, the player may choose to activate the PFF. Until the player's next turn, the flash gitz unit counts as being in a +5 cover
20 Points

Tellyporta
If placed in reserve, this Flash Gitz may enter the playing field using the Deep Strike rule
10 Points

The Hijacker
When the Flash Gitz assault a (non-walker) vehicle, the player may choose to use the Hijacker. A single model's attack is rolled before all others. Should one of these attacks penetrate, the vehicle is taken over. it may only fire a single weapon at BS 2, but so long as it is with in 10" of the Flash Gitz unit that hijacked it, it is under Ork control (if outside the range, the vehicle goes straight forward at full speed unit it is either off the board or crashes into something). If there are any units embarked when taken over, they must disembark. The hijacker may not be used with a power klaw, as it is much too delicate.
40 points.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in au
The Dread Evil Lord Varlak





I think the prices suggested for the flash git and the weapo upgrades are too high, even for a fun game. To tool up a git (and what's the fun if you can't make them completely overpowered once in a while?) you'd be paying 55 points a model.

I'd make them 25 points with the more dakka upgrade built-in (it's an unecessary to list it as a seperate upgrade as no-one would ever pass over a chance to double their shooting firepower for 5 points per model). Increasing St or making AP D6 -1 would cost 5 points each.

From there I'd look to give them a full range of techno doodads. These guys should be decked with all kinds of flash gear.

I'd have the tellyportas like you suggested, but I wouldn't use it when deploying but during regular play, once per game in the movement phase to tellyport to some other point on the battlefield).

I really like the idea of the one turn forcefield, exactly as listed.

I'd also keep the weapon upgrades, although I'd drop the limit of ten shots on the vulkan kannon (if a dude can roll 3 6s or more in a row why shouldn't he benefit?). The fireball is pretty crazy, I'd think about making it a flamethrower with an of AP of D6.

But I'd keep all their gear as ranged and miscellaneous gear - no powerklaws or anything like that. The idea would be to build a shooting unit with real nuisance value.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

Your taking over gear is flawed i mean they are str4 so they can only ever glance rear armor.

EagleArk.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

They can still take thier usual snazzguns as standard that can be upgraded to the awsome str 6 in the normal way.

I'm thinking Personal Force Field 5+ cover save for one turn a game sounds great and Tellyporta sounds very good. I think both very show off in a flash git kind of way. Liking those.

This message was edited 1 time. Last update was at 2010/04/12 11:17:29


   
Made in us
Longtime Dakkanaut





Of course it would be really fun if they had that wonderful "no two may be equipped identically" rule that mekboyz used to have, but hey, I'm not the one writing the codices.

I personally liked the idea of a different kind of Flash Gitz entirely invented by a friend of mine, with options like "glowy choppa" (power weapons) and "Real Nasty Rokkit" (a s7, AP3, large blast barrage weapon with the single shot and gets hot rules).

For the Fireball, my local group and I have discussed this in detail. Plasma weapons that shoot literal free-flying plasma are useless outside a range of a few inches. Plasma weapons probably fire a shell just like a bolter , but with an ionizing charge and impact fuse rather than a simple armor piercing, delayed blast explosive. The plasma of course cools in milliseconds but by then the target is already completely fried. For this reason the "plasma flamer" doesn't work physically speaking (although don't let that stand in the way of your fun - these are Orks, after all). The idea of a flamer that sprays a roiling cone of warp energy, however, is utilized by Chaos Sorcerers and (in theory) some Eldar, although it's not an available unit. This idea I will set forth: Shokk Attack Flamer.







There's just an acre of you fellas, isn't there? 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

Ha Glowy choppa and Real nasty rokkit. had a giggle, and that Shock attack flamer sounds like it could work.

EagleArk.
   
Made in us
Mysterious Techpriest







Samael is 100% right about how plasma should work... however, don't forget about da WAAAGH!. The same gestalt psychic energy that lets slab-winged fighta-bommas with lawnmower propellers fly would probably allow a plasma-flamer to exist.

This message was edited 1 time. Last update was at 2010/04/14 05:50:35


DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+

2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

@Sebster The Kustom Equipment rule really evens out the original price problem, I think. However, the upgrades prices had to be jacked up to 10 to prevent insane cheap weapons walking around. I mean, come on, a range 24 S6 assault 2 weapons that's TL for 40 points? not going to fly. Don't worry, there will be 5 point upgrades in the future. I was worried about making the snazzgun 2 assault base, as that would boost the cost. allowing them Power klaws was also a tough call, since it's a shooty unit in an assulty army. I guess the public just wants more PKs.

@EagleArk: Don't Orks get the bonuses from Furious Charge when they assault vehicle? maybe get it a seperate S value, and put it with the other special weapons. imagine it: A basilisk making noise, when FGs drop in, hit it with the Hijacker, and now them guard are getting shot by their own vehicle (well, more often than normal)

@Mekanob I never read the old Codex, but that sounds like an interesting idea. Is this per unit or per model, because the latter would lead to wound association shenanigans. Also, the Real Nasty Rokkit sounds good, although I wouldn't use that name (or maybe I would )

@Owain Dang, you beat me to it.

I'm debating as to whether Flash Gitz should be allowed to have a dedicated transport. They obviously shouldn't get a Battlewagon, but what about a Trukk?

Also, why is topics like this sink to the bottom but Captain Solon's parade of crap get so many posts?

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Lieutenant Colonel




Hi all.
Rather than make the flash gits even more 'special' to compensate for the basicly rubbish new concept.

Why not re-set and follow the original concept.
Ordinary boys lead by a nob.(NOT an inefficient nob mob).
The Ork Nob profile is optimised for close combat efficiency , no matter how fancy the gun you give them its just a distraction from thier primary purpose.
(The current 40k game rewards doing one thing realy well.)

My idea for Fash Gitz.
Ork Boys wearing snazzy 'eavy armour' and armed with 'Sun-Gunz'.
Called 'Sun Gunz' for 2 reasons, first you need 'sunglasses' to look at then without your eyes hurting, Bling factor 11!
And the Mek boys have found out how to 'Orkanize' partilce beam focused plasma bolt generation.('Da spinny fings whizz up da gubbinz good and propa!')

5 to 10Flash Gitz.(18 pts each.)
WS/BS/S/T/W/I/A/Ld/sve
3/3/3/4/1/2/2/7/4+

Equiped with 'Eavy armour and ,Armed with Sun-Gunz.
Sun Gunz .Range 36"/ S 8/AP 2/ Heavy 1.Gets hot.

May upgrade one Flash Git to a Kaptin (Same profile as Nob but -1 WS and +1 BS.)

(Improve BS for 'Git Finda' effect, instead of measuring distance to target.)

Have one Ork mob that actualy better at shooting , just for novelty value!

What do you think?

TTFN
Lanrak

This message was edited 1 time. Last update was at 2010/04/14 20:26:02


 
   
Made in gb
Utilizing Careful Highlighting






A post Brexit Wasteland

BS3... i am really not sure about...

EagleArk.
   
Made in gb
Lieutenant Colonel




Hi again.
Lootaz and Flash gits have to be significntly different.

Lootas blast away indescriminatley at long range .(Hit on 5+, multiple shots per turn.)

Flash Gits are more 'showy' with the biggest brightest loudest gunz.Thier Git Findas make it easier to shoot stuff far away, but get in the way during close combat.(+1 BS,-1WS.)

(Hit on a 4+ only 1 shot and Gets Hot.)

Just my take maybe?

TTFN lanrak.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





UK

Personal Force Field and Tellyporta would still be snazz enough to make the gitz stand out for me. Both would work well with how the flash gitz are now.

Was thinking allow them to take a trukk has grown on me since first mentioned. Might inspire some cool conversions.

Like a truck filled with thier favorite trophies or a truck fitted with "squig skin" seats and all the mod cons.

Also think instead of improved BS for a git finda they should confer Acute Senses aka Night Vision to the gitz.

This message was edited 1 time. Last update was at 2010/04/14 22:20:12


   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

BS3 is a big no no. Remember that these are ORKS. Even with the fanciest pants equipment they should rarely hit the broad side of a barn. The Sun-gunz does sound like a cool idea, though.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Lieutenant Colonel




Hi all.
Sorry about that , I was inspired by the original Flash Gits in the 'Freebooters' lists.
(When Orks were more diverse and fun, Mad boys, Bad Docs, Renegade Runtheards ,Hop Spat Field Guns. Squig Katapults, and Shokk Attack guns that fired snotlings through the warp... )

But as most armies have specialist units, why not allow ONE SINGLE Ork unit with an average BS 3 and one shot weapons, rather than poor BS 2 and multiple shot weapons?

IG get BS 4 veterans ,so why not let a mob of orks wayed down by heavy armour and the biggest guns they could carry ,that stand still and shoot through all thier battles get slightly better at shooting and worse at close combat?

Goffs and Snakebites are stompy.
Blood Axes and Deff Skulls are sneaky
Evil sunz and K.O.S. are speedy
Bad Moons and Flash Gits are shooty.

But if its just a nono, use standard ork profile with eavy armour and Sun Gunz, lead by a standard Nob ?
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

As I said before, I have not read the old Ork codexes. I can see a special character with BS 3, but anything else just breaks fluff.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Screamin' Stormboy





I like the idea that Flash Gitz get weapons that no other ORk should ever be caught dead with.

Honestly though I'd love more than anything for an upgrade to boost their BS. It's something no other Ork could take, something simple, like "Practice" or "Targeta" or "Aimin ting" that gives them BS3, even if only temporarily. Another thing is I WOULD like their snazzguns upgraded to Assault 2, even if it did raise the price. And keep the "more dakka" upgrade. I'd personally love to see Snazzguns that are Assault 3. But I'm a dreamer.

THey'd stil only be fun game guys but they weren't meant for much else. As are they're not even that fun. ;__;

I like the idea of one Flash Git being even more...Flash Gitty than the rest and having a superweapon too!

Time ta make sometin' fun!  
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I think the term is "Flashier Git". A temporary BS increase might work, but either it would be a really expensive or with a chance of drawbacks. It obviously wouldn't be one of the free upgrades. I really, reeeally wanted to make Snazzguns assault 2, but I didn't know how that would effect the unit. Can I get an expert in here and tell me how much an extra shot would effect the price?

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in au
Longtime Dakkanaut







+3 pts to make them assault 2 maybe
Temporary increase.....
Start of the game - For each model in a gitz mob roll a D6. on a 1-2 they loose 1BS, 3-4 no change, 5-6 they gain a BS. Each turn after turn 2 6+ takes away the neg/benifit, 5+ end of turn 3, 4+ end of turn 4 ect.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in gb
Lieutenant Colonel




Hi all.
Here is a random BS improvment , given by the Flash Git only equipment 'Git Finda'.

Before shooting roll to determine the 'Git Finda' effect this turn.

D6 roll/Result.
1- Out da zoggin way !
2 to 6 LOCK ON!

Out da zoggin way!...In the chaotic scramble to get the best firing positions on the best targets...the Flash Gits get in each others way, and a fight breaks out to determine whos fault it is...The unit sufers D6 str 4 hits as the Flash Gitz fight to restore order in the mob. !
(Wounds allocated as shooting , and the Flash Gits can take saves as normal.)

LOCK ON! the Mek boys targeting aids let the FLash Gits use a BS of 3 for this turns shooting.

What do you think?

TTFN
Lanrak.
   
Made in gb
Lone Wolf Sentinel Pilot






Inside that little light in your refridgerator

How about:
WS BS S T W I A Ld Sv Pts
4 2 4 4 2 3 2 7 4+ 25

Wargear: 'Eavy armour, Snazzgunz, git-findas

Snazzgun: 18", S5, AP D6-1, Assault 2

Git-finda: Lets the user roll one extra dice for shooting attacks, however one must be discarded.
(ie. 2 shots, 3 dice rolled. results are 3,5 and 6; the three is discarded in favour of the 6)

Options:
Snazzy ajus-munts: Only one may be taken per model
Shootier - 3pts per model; snazzgunz become Assault 3, but become AP D6
More dakka - 5pts per model; Shots have rending, but are heavy 1

One git per five may replace their snazzgun with one of the following:
Rippy Kannon (orky grenade launcha)- 15pts per model; 18", S5, AP D6+1 (no ap 1), assault 2 small blast
Zzapstikk (orky tesla coil on a stick)- 15pts per model; 12" S4, AP 3, Assault D6+1
Special rule: If an enemy unit takes an unsaved wound from the Zzapstikk, they must take a pinning test on 3D6, discarding the lowest.

Special rule: Wun up; at the beginning of the ork shooting phase, the player must roll a D6 for the unit.
1: the mob starts arguing over who has the snazziest kit. The mob may not shoot, but will react as normal if charged.
2-5: All is well. The mob acts as normal.
6: LET 'EM 'AV IT LADZ!! the unit immediately opens fire on the nearest enemy unit. If the unit is not in range, the unit makes a fleet of foot move toward it

Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?

Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky.
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

One very important option is missing (from most ork units actually): DEDICATED TRANSPORTS. Flash Gitz should be allowed to buy trukks and/or battlewagons as a transport. They are nobs, after all. Basically, I agree with the original poster's ideas, but would offer this:

Gitz: same stats as present, base cost 25
Nob Upgrade: +0 points (already has the statline, no point in paying more, but allows buying additional gear)
Badrukk, Painboy, etc. the same
Transport: Trukk +35, Battlewagon +90

Snazzgun
Range: 24" S5, AP d6, Assault 2.

(Each 5 points per model)

More Dakka: twin-linked
Shootier: S6
Blasta: -1 to AP roll
Mega: shots gain "Rending" and "Gets Hot!"

I like having some kind of super gun, like the Vulkan Kannon, but that was really just a slightly better heavy bolter. Here's a couple thoughts:

For each 5 gitz, you may take one of the following:

Gatling Rokkit: (+40 pts)
R: 24" S8, Ap3, Assault d6

Kustom Mega Kannon: (+30 pts)
R: 24" S7, Ap2, Assault 1, Large Blast, Gets Hot!

Bursta Rokkit: (+30 pts)
R: 24" S5, Ap4, Assault 1, Blast Barrage
Fire as a normal blast weapon (scatter plus 2d6) for initial hit, and adds 2 additional blast markers using barrage rules for a total of three blast markers.

'Uge Shoota: (+15 pts)
R: 24" S5, Ap4, Assault 2d6*
*If doubles are rolled, gun is out of ammo and may not fire that turn


 
   
Made in us
Longtime Dakkanaut







Luke_Prowler wrote:As I said before, I have not read the old Ork codexes. I can see a special character with BS 3, but anything else just breaks fluff.


In 3rd edition, Boss Nazdreg Ug Udgrub was BS 4. Additionally, Feral Orks (not the Nobs) were WS 3, BS 3, A 1. Sicne as Orks become more Kultured, they evolve from shooting stuff to beating stuff up in melee.
   
Made in us
Screamin' Stormboy





Ok, after thinking about it a bit I think I may have something.

Flash Gits - 25 pts Each Model.

WS-4 BS-2 S-4 T-4 I-2 A-3 Ld-7 Sv-4

Special Rules: Waaagh!, Mob Rule, Furious Charge

Wargear: Snazzgunz, 'eavy Armour, Git-Finda

Snazzguns: Range 24", S-5, AP-1d6, Assault 2

Git-Finda: May measure range before fireing.

May Take a Painboy +30
- May have Grot ORderly +5
All Models may have Cybork bodies +5 each

May take the following upgrades for Snazzguns
More Dakka +5: Snazzgun is Twin Linked
Shootier +5: Strenght raised to 6
Blasta +10: -1 on AP rolls
Mega +10: Gains "rending" and "Gets Hot!"

One Flash Git may be upgraded to Kaptin' +10

Kapn' Flash Git
WS-4 BS-2 S-4 T-4 I-2 A-3 Ld-8 Sv-4

May instead take Kaptin Badrukk +135.

Kaptin's and Badrukk gain the Special Rule: Kaptin's Orders!

Kaptin's Orders!: The Kaptin's job is to keep his crew in line. Considering these are Flash Gits, that job can be quite a pain. Roll a D6 after choosing a target during the Shooting Phase.

1 or 2 - Quit It Ya Grots!: The Gits have succum to infighting, and the Kaptin has to show them what for! The unite takes a wound (may be saved as normal but cannot be allocated to the Kaptin) and cannot fire this turn. Ignore this rule if the Kaptin is the only remaining member of the unite, and treat it as Fire At Will!

3 or 4 - Fire At Will!: The Kaptin keeps the unite in check. The unite fires normally.

5 or 6 - KEEP YER EYE ON EM!: Through inspriation, charisma, or more likely shear terror, the Kaptin encourages his Gits to actually TRY to hit the enemy. The unite is BS-3 for this Shooting Phase.

Kaptin Badrukk inspires great fear (and as such great disipline) in his Flash Gits, and as such rescieves a +1 to all Kaptin's Orders rolls.

A Kaptin' Flash Git may take a Bosspole +5.

A Kaptin may replace his Snazzgun with one of the following. (Note: The following is Copy/Pasted as I liked it already.)

Gatling Rokkit: (+40 pts)
R: 24" S8, Ap3, Assault d6

Kustom Mega Kannon: (+30 pts)
R: 24" S7, Ap2, Assault 1, Large Blast, Gets Hot!

Bursta Rokkit: (+30 pts)
R: 24" S5, Ap4, Assault 1, Blast Barrage
Fire as a normal blast weapon (scatter plus 2d6) for initial hit, and adds 2 additional blast markers using barrage rules for a total of three blast markers.

'Uge Shoota: (+15 pts)
R: 24" S5, Ap4, Assault 2d6*
*If doubles are rolled, gun is out of ammo and may not fire that turn.



Well, what do you think? I know they seem pretty Point Sinkish like this but they're Flash Gits! That's how they're suppose to be! It surely doesn't make them competitive, I'm sure, but now I bet they'd be fun to use in a fun game. I'm especially happy with Kaptin's Orders special rule, as I think it really brings out everything Gits should be, fluff wise and play wise.

Time ta make sometin' fun!  
   
Made in us
Longtime Dakkanaut







Personally, I'm for making them a competitive option. Or at least a semiviable alternative to Killa Kans and Battlewagons. Then again, personally, I believe that Nobs should get Eavy Armor standard.
   
 
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