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Made in us
Fresh-Faced New User




I've been working on an Ork version of Armored company, as I own quite a few looted tanks. I felt that using just regular armored compnay rules would no tmake sense for an ork themed army. This is the second draft of these rules, though little has changed from the initial writing. So far the only main change was getting rid of the Marine armor that I included Predators, land raiders and razorbacks. I did keep the rhino, as I feel many people have them, and they fit as a nice, inexpensive transport for the smaller squads. I have yet to play test the rules, as people tend to not want to play against armored companies in general. Feedback is appreciated.

<strong style="mso-bidi-font-weight: normal">Background of Armur’d Krumpaniez [/b]

Blood Axe Warbosses tend to be a bit more kunnin’ and strategic compared to other Ork Bosses. Sometimes a lucky Boss will run across a Mechanicus freighter and take it over before it reaches the garrison it was intended to re-supply, causing a significant increase in their armored firepower. Other Bosses have been on long campaigns, accumulating Imperial vehicles as they add victories to their belts. Others are capable of trading their loot for vehicles that mercenaries have acquired. No matter what fashion these machines are collected, in the end, the orks have an iron curtain rumbling down the battlefield.

 

<strong style="mso-bidi-font-weight: normal">Wutz trainin’?[/b]

Ork Armur’d Krumpanies do not use doctrines or organizations. However they do use the following rules.

 

<strong style="mso-bidi-font-weight: normal">Orks[/b]- Infantry models use all special rules for Power of the Waaggh and Mob size checks.

 

<strong style="mso-bidi-font-weight: normal">Oi! Dat Finggy ain’t shooty enough![/b]- Orks are very picky in regards to what tanks to loot. Therefore, they may only use the following looted units:

 

Leman Russ Battle tank, Leman Russ Demolisher, Basilisk, Chimera, Rhino, 0-2 Leman Russ Exterminator, 0-2 Hellhound, 0-1 Leman Russ Vanquisher

 

<strong style="mso-bidi-font-weight: normal">Dakka Dakka Dakka![/b]- All vehicles have a Ballistic skill of 2 unless otherwise stated.

 

<strong style="mso-bidi-font-weight: normal">I knowz ‘ow ta drive dere, git![/b]- Armur’d Krumpany vehicles have to take tests similar to all looted vehicles. However, the drivers have been around their tanks long enough to kinda figure out what they’re doing. Whenever a tank breaks down and rolls “Don’t press that Waaagghh! ” it only moves 1d6 straight forward instead of 2d6.

 

<strong style="mso-bidi-font-weight: normal">Deez tanks iz dead ‘ard![/b]- Armur’d Krumpanies are considered to be extremely well supplied with scrap if they have a regiment of tanks. Therefore, all tanks receive the “armored plate” upgrade for free.

 

<strong style="mso-bidi-font-weight: normal">Psycho (in)akkr’it sponson gunnerz[/b]- Orks love nothing more than to shoot things with big guns. The amount of firepower they put out of these machines is amazing, even for Imperial Guard standards. To represent this, any rolls of a 1 on sponson or hull mounted guns are re-rolled. Also, if the tank is ever assaulted, the sponson and hull gunners may shoot (if in the arc of the gun) at the assaulters at initiative 10.

 

<strong style="mso-bidi-font-weight: normal">Get to da transport, ladz![/b]- Infantry models use the special rules for speed freeks when attempting to mob up.

 

<strong style="mso-bidi-font-weight: normal">Go Fastah, Yah Git![/b]- Only transports may take the Red Paintjob and turboboosta  upgrades.

 


<strong style="mso-bidi-font-weight: normal">HQ: [/b]

<strong style="mso-bidi-font-weight: normal">   [/b]

<strong style="mso-bidi-font-weight: normal">0-1 Kommissar Tank*[/b]- 100pts + vehicle

*Your Krumpany MUST be lead by a Kommissar, and only one. He dun thumped the rest of ‘em!

 

The Kommissar tank has a BS of 3.

 

Options: The Kommissar Warboss and his most akkr’it Flash gitz ride into battle in one of the following vehicles: Leman Russ Battle Tank, Leman Russ Vanquisher, and Leman Russ Exterminator.

 

<strong style="mso-bidi-font-weight: normal">Da Boss Gets da Bestest Armur![/b]- The meks of the krumpany are usually “persuaded” by the Kommissar to put way too many armored plates on the tank. In game, this gives any Leman Russ tank variant the Kommissar uses the Armor values of a Leman Russ Demolisher. Also, due to the thickness of the armor, any failed armor plate rolls may be re-rolled. However, the tank loses 1 inch of movement for every 6” it would normally go. For example, if the tank would normally be going 6”, it now goes 5”. If it would go 12”, it now goes only 10”

 

<strong style="mso-bidi-font-weight: normal">0-1 Mek Tank [/b]- 65pts + vehicle

 

Options:  The Krumpany’s Biggest Big mek and all of his Grot Oilers may be mounted in one of the following vehicles: Leman Russ Battle Tank, Leman Russ Vanquisher, and Leman Russ Exterminator.

 

<strong style="mso-bidi-font-weight: normal">Weedy gunnerz[/b]- Grot oilers are too small for firing large weaponry. They tend to get thrown about by heavy weapons they’re attempting to fire. Therefore, they are not allowed to re-roll any 1s as per the “psycho (in)akkr’it gunnerz” special rule. However, they are allowed to fire into charging units.

 

<strong style="mso-bidi-font-weight: normal">Fixin it up![/b]- The Mek onboard as well as his grotz are very experienced in repairing Imperial tanks. At the beginning of the ork turn, on a roll of a 4+, the Mek and his grotz repaired either an immobilized result, or a weapon destroyed result. This cannot be combined with grot riggers.

 

<strong style="mso-bidi-font-weight: normal">Da mek iz da slowest git![/b]- For an additional 30pts, the mek tank can be retrofitted with a Mega kustom force field. It works the same as the Kustom force field in the Ork codex, but its radius is doubled. Since the field feeds off of engine power, this changes the tank’s speed to lumbering, as outlined by the war machine vehicles in Chapter approved. However, it cannot divide firepower like a war machine.

 

<strong style="mso-bidi-font-weight: normal"> [/b]

<strong style="mso-bidi-font-weight: normal"> [/b]

<strong style="mso-bidi-font-weight: normal">Elites:[/b]

 

<strong style="mso-bidi-font-weight: normal">Nob Tank Ace[/b]- 65pts + vehicle

 

The Nob Tank Ace has a BS of 3.

 

Options:  The Kommissar’s Best nobs from his personal retinue are given tanks and allowed to select crew from the shootiest, most akkr’it shoota boyz in the Krumpany. They may be mounted in one of the following vehicles: Leman Russ Battle Tank or Leman Russ Exterminator.

 

<strong style="mso-bidi-font-weight: normal">0-1 Big Mek [/b]

 

As per codex: orks.

 

The big Mek MUST have 3 Grot oilers with him. Also, he MUST be mounted in a Transport that will fit him and his retinue.

 

<strong style="mso-bidi-font-weight: normal">‘Ard Boy “Storm Troopahz” [/b]

As Outlined in Codex: Orks, along with the following rules.

<strong style="mso-bidi-font-weight: normal">Transport:[/b] The mob MUST be mounted in a transport that will hold their number.

 

<strong style="mso-bidi-font-weight: normal">Troops:[/b]

<strong style="mso-bidi-font-weight: normal">Tank Unit[/b]

<strong style="mso-bidi-font-weight: normal">Number/ Squad:[/b] One Vehicle.

<strong style="mso-bidi-font-weight: normal">Options:[/b] For each Kommissar Tank, Mek Tank or Tank Ace, you may purchase 0-2 Leman Russ Tanks. Each tank counts as a troop choice on the Force organization chart.

 

 

 

 

 

<strong style="mso-bidi-font-weight: normal">Fast Attack: [/b]

 

<strong style="mso-bidi-font-weight: normal">Reconnaissance Vehicle:[/b]

 

<strong style="mso-bidi-font-weight: normal">Unit Size:[/b] One Vehicle.

 

<strong style="mso-bidi-font-weight: normal">Options:[/b] A reconnaissance vehicle may be one of the following: Chimera, Rhino, ‘Ell ‘Owwnd Flame tank (see below).

 

<strong style="mso-bidi-font-weight: normal">‘Ell ‘Owwnd flame tank [/b]

<strong style="mso-bidi-font-weight: normal">Crew:[/b] Burna Boy Orks

<strong style="mso-bidi-font-weight: normal">Weaponry:[/b] Turret Mounted Inferno Cannon, hull mounted Heavy Bolter.

<strong style="mso-bidi-font-weight: normal">Upgrades: [/b]The Hellhound may take any upgrades as per codex: Orks.

<strong style="mso-bidi-font-weight: normal">“Infenal” cannon:[/b] Since the Hellhound is known for it’s temperamental history even when in excellent condition in a Guard fighting company, it’s ten fold worse in the hands of an Ork who’s a pyromaniac. When rolling to hit with the Inferno cannon, on a roll of a 1, use the following chart.

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Roll

</td> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: windowtext 1pt solid; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: #ece9d8; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt" valign="top" width="295">

Effect

</td> </tr> <tr style="mso-yfti-irow: 1"> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: windowtext 1pt solid; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

1-3

</td> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: #ece9d8; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

The cannon fires as normal, but the mek becomes a bit too distracted by all the warning sounds and lights flashing. So he presses buttons in a nervous fervor. Next turn, the hellhound counts as broken down. Roll on the breakdown chart to see what happens at the beginning of the turn.

</td> </tr> <tr style="mso-yfti-irow: 2"> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: windowtext 1pt solid; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

4-5

</td> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: #ece9d8; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

A promethium tube blows off of the tanks before the cannon fires and launches flaming death in a random direction. Before the grotz can fix this, a fireball is shot from the Hellhound. Place the ordinance blast template in the middle of the Hellhound. The template scatters 2d6 in the direction of the dice, using the Strength and Ap of the inferno cannon, as well as its flame nature, but this is not considered an ordinance hit for armor penetration. If the template lands on top of the tank, as per a “hit”, use the Hellhound’s front armor to resolve damage. The cannon may not fire next turn as the grotz are working on fixin’ it up!

</td> </tr> <tr style="mso-yfti-irow: 3; mso-yfti-lastrow: yes"> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: windowtext 1pt solid; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

6

</td> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: #ece9d8; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: #ece9d8; WIDTH: 221.4pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt" valign="top" width="295">

The mek presses the fire button so many times that a super blast of promethium comes out of the cannon as it screams like a jet engine. In the following roll to see who is under the template, count the cannon’s AP value as 2.

</td> </tr> </tbody> </table>

<strong style="mso-bidi-font-weight: normal"> [/b]

<strong style="mso-bidi-font-weight: normal">[/b]

<strong style="mso-bidi-font-weight: normal">Killa Kanz[/b]

As outlined in Codex: Orks

 

  <strong style="mso-bidi-font-weight: normal">Looted Fist Squad[/b]

As outlined in Codex: Orks, along with the following rules.

Options: Armur’d Krumpany Lootas may ONLY select the weapon options for Imperial Guard Armored Fist squads. They MUST be mounted in a chimera.

<strong style="mso-bidi-font-weight: normal">Looted Weapons: [/b]Krumpany lootas still follow the same rules for looted weapons as regular lootas from codex: Orks.

 

<strong style="mso-bidi-font-weight: normal">Heavy Support:[/b]

 

<strong style="mso-bidi-font-weight: normal">Leman Russ Demolisher[/b]- 140pts

As outlined in Codex: Imperial Guard

<table class="MsoTableGrid" style="BORDER-RIGHT: medium none; BORDER-TOP: medium none; BORDER-LEFT: medium none; BORDER-BOTTOM: medium none; BORDER-COLLAPSE: collapse; mso-border-alt: solid windowtext .5pt; mso-yfti-tbllook: 480; mso-padding-alt: 0in 5.4pt 0in 5.4pt; mso-border-insideh: .5pt solid windowtext; mso-border-insidev: .5pt solid windowtext" cellspacing="0" cellpadding="0" border="1"> <tbody> <tr style="mso-yfti-irow: 0; mso-yfti-firstrow: yes; mso-yfti-lastrow: yes"> <td style="BORDER-RIGHT: windowtext 1pt solid; PADDING-RIGHT: 5.4pt; BORDER-TOP: windowtext 1pt solid; PADDING-LEFT: 5.4pt; PADDING-BOTTOM: 0in; BORDER-LEFT: windowtext 1pt solid; WIDTH: 429.05pt; PADDING-TOP: 0in; BORDER-BOTTOM: windowtext 1pt solid; BACKGROUND-COLOR: transparent; mso-border-alt: solid windowtext .5pt" valign="top" width="572">

<strong style="mso-bidi-font-weight: normal">Designer notes:[/b] The Demolisher is only 140pts in an Armur’d Krumpany because it’s 140pts in a regular Imperial Guard armored company. What’s good for the Guard is good for da Gitz!

</td> </tr> </tbody> </table>

 

<strong style="mso-bidi-font-weight: normal">0-1 <st1:city w:st="on"><st1:place w:st="on">Battle</st1:place></st1:city> Wagon[/b]

As outlined in Codex: Orks

 

<strong style="mso-bidi-font-weight: normal">Basilisk[/b]

As outlined in Codex: Imperial Guard

 

<strong style="mso-bidi-font-weight: normal">Ork Dreadnought[/b]

As outlined in Codex: Orks

 

   
Made in us
Legendary Dogfighter





Alexandria, VA

You've got some very characterful rules in there. I'd be interesting in facing an ork AK with my IG AC. Good work.
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Sweet! I'd love to play this, either with or against.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
 
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