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Made in us
Longtime Dakkanaut







What would you like to see brought in/brought back/otherwise changed.

-Boarboyz/Cyboars brought back.
-Looted Vehicle rules that don't suck (more vehicle lootan options).
-Gretchin Splattapults brought back from Gorkamorka, feth year.
-Meganobz given Move Through Cover, and more options, including Bosspoles (Move Through Cover much?).
-Boss Nazdreg as a special character, allowing Flash Gitz as Troops (and Flash Gitz could definitely use reworking as well, myes).
-Old Zzap Gun rules; alternatively, the Zzap is 3d6, discard lowest two.
-Vehicles able to purchase Ammo Runts/Extra Ammo. Alterantively, "Anyone in the unit may use this Ammo Runt."
-Upgrades to regular Ork Boyz, similar to how IG Veterans Work. Stuff like "Madboyz" or "Dok's Fightin Juice" or such..
-More than one Ard Boy unit
-Non-HQ Weirdboyz (maybe as Squad upgrades to Nob units?). The old fluff for them mentions them being reluctant to go to war, and having to be dragged around as living artillery pieces -with Minderz atached to them. Only the more powerful ones could reliably be considered commanders.
-Flakkadakka Wagons, Mekboy Speedstas, and other Epic stuff brought in.

What are your thoughts, Dakka-ites?
   
Made in ca
Regular Dakkanaut




The Great White North (Canada)

With out a doubt in my mind, if I were to write the next Ork Codes, I would be bringing back the Gretchin Splattapults from Gorkamorka. So much bliss it could make a man cry.

"Behold my Messy Hair of Determination!"

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I agree with some of what you listed. But personally I hate the idea of cyboars. Thats a fantasy thing, they road on boars, this is 40k for christ sake.
Better options for the Flash Gits would be fine. Hell even simply adding an option for BS3 would make them many times more worth the points.
More options for the looted vehicles for sure.
And yea upgrade a couple boyz in a mob to have burnas and such like in the previous edition.
   
Made in au
Crafty Clanrat




The ability to play different clans aside from taking a lot of Kommandos to represent Blood Axes or Stormboyz and Slugga boyz to represent Goffs.

With regards to Cyboars, bring them back! Snakebite/Feral Orks were always my favorite.

EDIT: I just checked, they (Boars/Cyboars) were in the original Rogue Trader: 'Ere We Go! - the guide to playing Orks. So they've been around for a while.

This message was edited 1 time. Last update was at 2010/05/01 16:31:10


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

For starters, I would make Orks STR4, with furious charge being STR5.

The idea that gigantic muscular orks can't beat scrawny naked Tau in a fistfight if they aren't running at them is ludicrous.

   
Made in us
Revving Ravenwing Biker






Nerf Nob bikers

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-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

More Independant Characters (probably HQs) who change the army in a fundamental way to make them more "Clannish", in the same way that some of the Vanilla Marine characters do.

Goffs keep Ghazghkull and his awesome Waaargh
Snakebitez get a Nob upgrade character who allows a Biker Mob to become Boarboyz
Blood Axez get Snikrot or a Snikrot-like character as an HQ, and the army gets reserve bonuses, or better at flanking, etc...
Deathskulls HQ changes a 0-1 lootaz restriction to unlimited, or something in that vein.
Bad Moonz HQ reduces chance of vehicle breakdown
Evil Sunz get a better version of Red Paint Job
Kult of Speed gets Wazdakka still.

Only one of them gets to have their effect on the army, same as for the Marine Commanders.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in us
Boom! Leman Russ Commander





United States

i would def make the clans thing more prominent. and i would like more imperial vehicles or units that have been orkified as a unit choice cuz i think that would be fun.

i agree with what everyone else has said, and i would really like upgrades for units that make them more customizable like IG Vets

"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick

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Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Fifty wrote:More Independant Characters (probably HQs) who change the army in a fundamental way to make them more "Clannish", in the same way that some of the Vanilla Marine characters do.

Goffs keep Ghazghkull and his awesome Waaargh
Snakebitez get a Nob upgrade character who allows a Biker Mob to become Boarboyz
Blood Axez get Snikrot or a Snikrot-like character as an HQ, and the army gets reserve bonuses, or better at flanking, etc...
Deathskulls HQ changes a 0-1 lootaz restriction to unlimited, or something in that vein.
Bad Moonz HQ reduces chance of vehicle breakdown
Evil Sunz get a better version of Red Paint Job
Kult of Speed gets Wazdakka still.

Only one of them gets to have their effect on the army, same as for the Marine Commanders.


While I understand what your getting at,I'm not a big fan of the "Independant/special Character unlocks option A,B or C" design.
Simply having "Klan options" ie: if you decide to play a Goff themed army then certian units are 0-1 and others unavailaible,while certain units become troops ,is more to my likeing.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
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Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

Trouble is, they could have done that for different marine chapters in the latest codex. It is clear that that GW will use ICs to modify lists these days, so I am just wishing for what is realistic.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

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Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Fifty wrote:Trouble is, they could have done that for different marine chapters in the latest codex. It is clear that that GW will use ICs to modify lists these days, so I am just wishing for what is realistic.


Yes,I agree with you that it's more realistic that GW would use the " Characters open options" template,I'm simply saying it's a bit limiting & unispired,I'd much rather create my own HQs rather than "cut and paste".
As far as other codex changes,I'd bring back Skarboyz as well as the "old" looted vehicles rules.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Yellin' Yoof on a Scooter




California

Volkov wrote:Nerf Nob bikers


the only thing nob bikerz need nerfed is their points cost.

Nobz should be 15 a pop. They should also be able to take burnas.

Meganobz should have the same options as regular nobs... maybe not a painboy, but at least a bosspole, waaagh banner, etc...

Weirdboyz moved out of HQ, or seriously buffed. I would say a fast attack unit that teleports around the field a lot more, with the minderz attached....

Lootas should probably be moved to Heavy Support.

Big Mek should allow a kanz mob as troops. (GOGO 15 kanz army)

Grots shouldnt take up a slot at all. But count as troops otherwise.

How about some melta love in tankhammer 40k?
   
Made in ca
Rough Rider with Boomstick





Ontario

I do have to agree with the meltas.
Orks need some hot-gun.

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[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

I'd agree fully with anything that allows for more distinction between the Klans.

Of course my number one call would be a return of the Madboyz, oh and not a half hearted return either.

Okay we can't have the piles of random actions we had before, but maybe a D3 roll, that then becomes three tables of D6 would be awesome.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

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Made in us
Longtime Dakkanaut







Dashofpepper wrote:For starters, I would make Orks STR4, with furious charge being STR5.

The idea that gigantic muscular orks can't beat scrawny naked Tau in a fistfight if they aren't running at them is ludicrous.


Orks have been Strength 3 forever pretty much. It was only at the start of 3rd edition that they went from being WS 3/BS 3, to being WS 4, BS 2.

That said, I am in favor of the Ork Boyz Mob having upgrades similar to IG Veterans. Ard Boyz, Skarboyz (your Strength 4 ones), Madboyz, etc, should be simple enough to represent with this setup. Lootas should be Heavy Support again, Flash Gitz elites. Honestly, while Phil Kelly did a lot right with the Ork codex (cleaning up a lot of mess from the previous version), he fixed a lot of stuff that wasn't broken...

While at it, make the Zzap useful again, mkay? Thanks.
   
Made in gb
Lone Wolf Sentinel Pilot






Inside that little light in your refridgerator

MagicJuggler wrote:What would you like to see brought in


Goff Rockers

/thread

S_P

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
Yellin' Yoof on a Scooter




California

MagicJuggler wrote:
Dashofpepper wrote:For starters, I would make Orks STR4, with furious charge being STR5.

The idea that gigantic muscular orks can't beat scrawny naked Tau in a fistfight if they aren't running at them is ludicrous.


Orks have been Strength 3 forever pretty much. It was only at the start of 3rd edition that they went from being WS 3/BS 3, to being WS 4, BS 2.

That said, I am in favor of the Ork Boyz Mob having upgrades similar to IG Veterans. Ard Boyz, Skarboyz (your Strength 4 ones), Madboyz, etc, should be simple enough to represent with this setup. Lootas should be Heavy Support again, Flash Gitz elites. Honestly, while Phil Kelly did a lot right with the Ork codex (cleaning up a lot of mess from the previous version), he fixed a lot of stuff that wasn't broken...

While at it, make the Zzap useful again, mkay? Thanks.


skarboyz should be 5t IMO

maybe introduce a new type, Strongboyz 4str, or even 5str boys?
   
Made in us
Flashy Flashgitz





Kintnersville/Philadelphia, PA

I had some ideas for clans/newer units that I posted in the "What would you change in your Codex" thread, which pretty much apply here as well.

DiscoVader wrote:
If there were an option for Squiggoths to be used, possibly as a Monstrous Creature or the like, that would be pretty neat, as the only Squigs you see now are the Tankbusta Bomb-squigs. It's a bit of a shame, seeing as how Squigs and Squiggoths are described as being an ever-present part of the Ork ekosystem.

Possible Squiggoth Statline:
65 points
Elite, 1 Monstrous Creature (uses MC rules in 40K rulebook)
Special Rules: Furious Charge, Fleet of Foot
WS 4 BS 0 S 5 T 5 W 3 I 1 A3

Gains an additional +2 attacks on the charge rather than +1

Roll a D6 at the beginning of every turn; on a 1 the Squiggoth has gone beserk and rampages through the nearest unit, friend or foe. Automatically move the Squiggoth to the closest unit; treat the unit as it it has been Tank Shocked, but inflict 1d6 wounds (no armor saves, cover and invuln. saves apply) automatically at the Squiggoth's strength. If the unit fails the morale check, inflict another 1d6 wounds.

Increase the Armor on the Looted Wagon to F12 S12 B10. Increase either the movement distance or models carried.

And just for fun, I'd like to see some rules for the Clans. If individual Space Marine chapters can get their own codex, then the Clans should have some kind of special rules attached. Here are my ideas.

Goffs: Have the ability to swap Fast Attack or Heavy Support slots for additional Troop slots on the FOC (i.e. no Fast Attack but 9 Troops options on the FOC). +1A to infantry models.

Evil Sunz: May switch out 2 Troop slots for either 2 additional Fast Attack or 1 Heavy Support slot on the FOC. Embarked models may move and assault as normal after disembarking, but do not receive the bonuses from Furious Charge if they do.

Bad Moons: Any Ork or vehicle with a Big Shoota may replace it with a Kustom Mega Blasta for no additional cost. Additionally, Ork Boy mobs may include 2 additional Big Shootas, Rokkit Launchas, Burnas (in the case of Kommandos), or KMBs for +10 points a model, to a maximum of 5 heavy weapons in a 30-count mob of Boyz.

Snakebites
: +1 Toughness to all infantry. May exchange up to 2 Fast Attack, Troops, or Heavy Support slots for 2 additional Elites slots on the FOC; may field Squiggoths in herds of 3 as a single Elite choice.

Blood Axes: All units gain the Preferred Enemy special rule if playing against Space Marines, Imperial Guard, or Inquisitorial armies; may take up to 2 Kommandos as a Troops choice.

Deathskulls: May choose to copy any 1 rule from any of the other Clans. If the army includes a Looted Wagon, you may use the rules for the vehicle that the Looted Wagon was made from instead of the standard Looted Wagon rules (i.e. a Looted Chimera may count as a Chimera rather than a Looted Wagon.) If done so, however, the looted vehicle's BS is reduced to 2 for all weapons.

Freebooters
: Any Ork army that is a custom clan may choose 1 of the rules from another clan to count for their army. Additionally, they may choose from two of the following Freebooter-only rules (one if they have chosen a rule from another Clan):
- May exchange up to 2 Troops slots for 2 additional slots of Elites or Fast Attack, or 1 Heavy Support.
- May take Killa Kans or Deff Dreads as Elites Choices as well as Heavy Support.
- May take Flash Gits as a Troops choice; additionally, may take Kaptin Badrukk as an HQ choice instead of an upgrade(treat as an IC)

This message was edited 2 times. Last update was at 2010/05/01 20:46:27


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It's complicated."


Da Goldtoof Marauders - 2000 pts, The Sacred Host of Kai'Xili (Lizardmen) - 500 pts


 
   
Made in ca
Ork-Hunting Inquisitorial Xenokiller





Hamilton, Ontario, Canada

Allowing more groups of 'Ard Boyz in each army. Take out the "slow and purposeful" special rule for Meganobz, SM Terminators don't have it, and they are the same point cost as Meganobz. Have a variety of squiq as a toops choice or something, simile in line to a group of attack dogs etc.... And have some Melta options, yes it's easy to have a lot of rokkit launcha's(strength 8) in an Ork army, but with how inaccurate Ork shooting is, it would be great to have some truely anti-vehicle weapons.

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Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Orks should not have meltaguns. The point of the various armies is for them to not be like Spess Mahreens, and giving them options like Meltaguns and getting rid of S&P on Meganobs defeats the point.

Not to say that some changes aren't warrented. Skarboys would be an interesting addition, and Flash Gitz/Looted Wagons/Weird Boyz definately need to be fixed

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Made in gb
Dakka Veteran





Darkest Kent (England)

Subject to test playing, I would like to see a rle for the Meganobs that lets them scatter 2d6 in the movement turn should they so wish (like another boster rule).

Okay, I've been on a bit of a hiatus 2011-14

Currently working on my Riot Guard.

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Made in us
Longtime Dakkanaut







In the previous Ork codex, one could circumvent Slow and Purposeful on Meganobz by buying Turbo-boostas, which did allow you to reroll the Difficult Terrain roll. This could be a unit upgrade for a certain cost (+5 points/model), granting Move Through Cover, perhaps? Likewise, Lootas could in fact take Meltaguns (though they were more than likely to accidentally shoot *themselves*.

That said and done, I would prefer for Flash Gitz to be an upgrade option to any unit which can take Shootas or Twin-Linked Shootas. As in, "The unit may Kustom-Job their Shootas to be:"
   
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Stormin' Stompa





Reinstate the Burnas effect on vehicles....and allow Burnas as an option in Boyz mobs.

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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

I'd give grots infiltrate again - they used to have it, and they're really godawful without it. I also think it would be cool if you could take them like Chaos Marines take lesser daemons - IE - they don't take up FoC slots. Orks gotta eat sumfin, after all!

Having burnas in boyz squads again would be cool, but I don't like the idea of them being meltaguns again. I'd also give tankbustas the "Tank Hunters' rule, which is a really curious omission. Also a 5+ save as a cool, characterful thing - figure they'd probably be wearing chunks of tank armor to represent this.

This message was edited 1 time. Last update was at 2010/05/01 22:58:21


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Made in us
Longtime Dakkanaut







Grots didn't have Infiltrate. What they *did* have was a rule called "Living Carpet." If they were in a piece of terrain, then Ork units aside from Meganobz got Move Through Cover when going through that same terrain-piece.
   
Made in gb
Potent Possessed Daemonvessel






Options for an all Grot army would be...interesting.
   
Made in ca
Sister Vastly Superior






Canada

Well, I've a few things on my list.

First and foremost, I'd like to see the army come off as more crazy and random. The effects should be big, garish and loud and things should randomly go wrong a little more.

I'd like to either see Flash Gitz really get some things that make them a neat unit or just become an option for Nobz. They're kind of in a weird place in the list right now where you can take them, but they're a mediocre unit competing with good to excellent units for FOC slots. It shouldn't be surprising that they just don't win out all that much.

Looted Vehicles. My suspicion is that these are in the current book simply due to the amount of them you could field in the old book. To that end, I won't be surprised if they don't make the cut in the next Ork Codex. That being said, I'd like to see a couple of changes to the unit. Being able to bolt things on to the looted vehicles is great. Don't Press Dat! needs to make more random, goofy and randomly destructive things happen. I'd also like to see Looted Vehicles work close to their old way. You loot a Rhino, you get a Rhino with a few changes. Reduce the AV by 1 point per side, give it Don't Press Dat (the cool, new version) and make it BS2. Add some options for minor AV increases here and there and some Grot Gunners and there you go.

I really like the Grot Turrets from Forge World, so seeing those as options for most vehicles would be cool.

Let's also see some options for a Grot HQ while we're at it.

Mega-Nobz, well, some plastics would be nice. Aside from that, I'd like to be able to give them Bosspoles, Cybork Bodies and maybe even a Painboy (I have this wonderful picture of a Mega-Painboy with something like a Servo-Harness on his back with a keg of beer). I'd also like to see the Mega-Boosta come back. Do something like give the mob a 12" charge when it's turned on once per game. If course, sometimes it needs to explode spectacularly.....

Add the Rokk in for deep striking goodness. Keep away from those wimpy Marine devices like inertial guidance though. If you land on a building or a unit, it shouldn't have been standing there.

I'd like to see Mad Boyz, Squiggoths and the cool Big Gunz variants come back. An army with Squig Catapults, Hop-Splat Gunz and Lift-Droppas, well it would be a better world.

I'd like to be able to add a larger variety of bolt on guns to vehicles. Big Shootas and Rokkit Launchas are nice, but I'd love to be able to add Shootas, Burnas and Kustom Mega-Blastas to vehicles. The option to make them twin linked would be nice too, but I'd realistically be happy if I could just add them.

Being able to take an entire unit of Mek Boyz could be entertaining as well, but I don't really have a full concept for that one.

Finally, I'd like to see Nobz, Mek Boyz, Weird Boy and Pain Boyz (and Flash Gitz if they remain a unit) be options for more units. Basically have their HQ versions: Warboss, Big Mek, Weird Boy and Pain Boy and also have the smaller version you can just tack onto a unit. Maybe do a 'you can pick one of the following ladz to add to your unit..." and allow a second addition of a specific type with the appropriate HQ. So, with a Painboss, you can take a Pain Boy with your units plus either a Nob, Weirdboy or Mek Boy. Straight point buy would work as well I suppose.

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Made in au
Longtime Dakkanaut







What.... did the old Zzapp gunz do? (Is a big fan of the current versions.)

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My Current army lineup 
   
Made in us
Longtime Dakkanaut







24" range, Strength 2d6. On a 11 or 12 it didn't fire. AP 2. Hit automatically (no roll to-hit), and rolled 2d6 for armor penetration. So placing it on a Battlewagon (or 8 if doing the old Kult of Speed list; after all, between cheaper Red Paint Jobs, and the ability to put Turbo-Boostas on your Wagons to make them even *faster*), meant that your Battlewagons were great at tank-busting; oh, and Battlewagons could take Skorchas too...

On another note, I would like to see the option for Wartrukks to be able to take Skorchas. They were able to in Gorkamorka, gorkit!
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

MagicJuggler wrote:Grots didn't have Infiltrate. What they *did* have was a rule called "Living Carpet." If they were in a piece of terrain, then Ork units aside from Meganobz got Move Through Cover when going through that same terrain-piece.

Really? Welp, a friend of mine was cheating then, I guess.

Also, grot bosses would be an awesome addition. Maybe they unlock grots not taking up FOC slots.

This message was edited 1 time. Last update was at 2010/05/03 06:54:07


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