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![[Post New]](/s/i/i.gif) 2013/06/09 18:55:18
Subject: Re:Codex - Orks 2.0
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Flashy Flashgitz
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Luke_Prowler wrote: Waaagh!: During the Player's sub-charge phase, after all charges have been declared but before Overwatch is rolled, for all charging units with the Waaagh! rule roll a 3d6 die test to the mob's size. If the roll is less than or equal to the the number of models in the squad, a Waaagh! has been declared. A unit that Waaagh!s gain +1 to Initiative and Fleet for that round of combat
I'm a bit torn, because right now Waaagh! is pretty useless unless you have Dakkajets. If you roll a 1 on the charge (even if you reroll the 1) one of your orks takes a wound. Weirdboy, because they are weird have 1 talent that's they can cast additional Waaagh! Ok that's what we have right now. I still believe that Waaagh! should be a once per game (except Weird Boys). I think it should last for 2 melee rounds. So I agree that you can only declare Waaagh! in your Sub-charge phase and it should last until the end of your next melee phase.
It should grant Auto Initiative not just +1. If the enemy unit is destroyed and there are attacks left over, the mob will then attack themselves with the remaining attacks (even if there is only 1 ork in the unit). If any orks shoot at an enemy they must make a charge attack towards them (they do not have to reroll) on a roll of a 1, one member in the unit takes a wound roll, save only on invulnerable. Weirdboy can still roll a second Waaagh! and Thraka's Waaagh! remains the same.
I could take or leave the change with choppas, they are makeshift weapons any improvement should probably have a down side like breaking.
Luke_Prowler wrote:"I'z the boss" A rule given to Warbosses, Big mekz, and nobz
When ever an Ork unit with a model with the "I'z the boss" fails a charge or a leadership test, you may choose to inflict a wound on that unit (not on the model with the "I'z the boss" rule) in order to reroll that charge or leadership test. (this kinda replaced the boss pole, but the boss pole gets re-purposed in this version)
I like the name "I'z Da Boss" better than Bosspole (anything with the word pole in it makes me think I'm going to a strip club
I don't like the idea of multiple Waaagh!'s Once per game unless the Weirdboy is feeling weird. I think giving a warboss more options is a good idea, the only problem I see is that currently the warboss has a lot of options. Giving them the Kommando option, or a Rokkit Pack might be fun. But most of the options will probably just not be used - partly because of cost and partly because of limitations. I know I would always just take the increased toughness.
Luke_Prowler wrote:New rules (these apply to all meks, not just big meks)
Sabotage: If in base contact with an enemy vehicle (or when using a boarding plank), A mek, instead of attacking, may instead make a special attack. On roll of +3, the vehicle suffers a weapon destroy result, with no save allowed. If a six is rolled, the vehicle is immobilized. this does not reduced the vehicle's hull points.
Overclock: In the movement phase, the Mek may pick one weapon on a model in any unit the mek is attached to or a vehicle he is embarked on, to increase it's rate of fire by 1 in the following shooting phase. This include his own weapon.
When a Big Mek is equipped with a warbike, any warbike unit he is attached to may move an additional 6" while turbo boosting
When a Big mek is equipped with Mega armor, any Mega armored unit his is attached to lose their unwieldy rule on their power klaw
I like Sabotage, but it works too well, it should be a reverse repair 4+ and a roll -1 on the penetration chart no hull point damage unless vehicle is already immobilized or weapons destroyed, then it loses 1 hull point.
Overclock again need to add d6 on roll of 1, the weapon is destroyed
Turbo boost should also get a d6 roll on a 1, one of the bikes in the unit is immobilized
Megaarmor also should do d6 on roll of a 1 remove 1 mega armor figure from unit.
Orks aren't any fun if things can't go wrong, otherwise you might as well play space marines.
Luke_Prowler wrote:New equipment (big mek only)
Teleporta: A mek and any unit he is attached to may be moved to another location on the board as if they had deep-striked. If the Mek is held in reserved, the Mek and one unit of the play's choice may deep strike when he is deployed from reserve
Yikes! Deep Strike. I personally wouldn't ever take it. Where I would use the Teleprta is with the KFF as a side effect. For example whenever a unit under the protection of the KFF is shot at roll 2d6, snake eyes the unit is teleported to base-to-base with the attacking unit. No charge bonuses. Vehicles are unaffected but the Unit inside is transported.
Gear Stoppa - I agree that the Orks need more vehicle damagers, but that's what tankbusters are for. Gear Stoppa sounds very expensive and against Demons or Tyranids it's useless.
Automatically Appended Next Post: notyorkskargrinironhide wrote:To fix the codex all Ork boyz should be str 4, Nobs str 5 and warboss Str 6, Sluggars should be assault 2 and the WAAAGH needs to change the 2d6 roll for assaulting to just 12".
So boys should cost 25 points each, Nobs would cost 50 each, and warboss would cost an additional 80. I don't know how I would price sluggas probably give each figure a +5 unless they take Shootas. So Waaagh! would automatically succeed and no chance of in fighting within the orks. I've been kinda hoping they would make things cheaper and not go the other way. So no chance to make a horde
Normally, I would go through the list but it's all the same stuff, every powerful item is free. If gamesworkshop thinks even one of these overpowered in your dreams ideas are viable. Ork would become too expensive and way overpowered to even play. I would actually have to stop playing them because they wouldn't be any fun anymore.
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This message was edited 3 times. Last update was at 2013/06/09 19:22:37
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/09 21:45:08
Subject: Codex - Orks 2.0
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Disguised Speculo
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I really do like the multi-WAAAGH over single WAAAGHs, but Sleg has a point that if your large boyz mobs are getting guaranteed fleet and improvements to INT it'll be reflected in a price hike for boyz.
It should grant Auto Initiative not just +1. If the enemy unit is destroyed and there are attacks left over, the mob will then attack themselves with the remaining attacks (even if there is only 1 ork in the unit).
+1 to this. That really is a fantastic idea man. Only problem is when they send that decimated unit of IG into the path of your boyz, and if you charge it more Orks then 'umies are gonna go down...
Then again, thats exactly how I want this game to be played. Maybe even force the boyz to charge an enermy during the WAAAGH if one is close enough, and they must move closer to the enermy?
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This message was edited 1 time. Last update was at 2013/06/09 21:46:19
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![[Post New]](/s/i/i.gif) 2013/06/09 22:02:18
Subject: Codex - Orks 2.0
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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I'll certainly be watching this thread :thumsup:
And, I'm also pretty keen to have the Waagh force things to charge.
Or, how about, a Waagh is declared after all charges have been made. You roll 2D6 and add one for every Ork Unit that charged (successfully) that turn. You'd have a chart, starting at 7 perhaps, indicating the power of your Waaggh! A bit complicated perhaps, but I think it'd be fun. I guess the chart would be something like this.
Note: If you roll a result, you also apply all the results of a lower value. So, if you rolled an 8, you'd get re-rolls of 1s and +1 Initiative
7 - +1 Initiative
8 - Re-rolls of 1 to hit
9 - Re-rolls of 1 to wound
10 - +1 Strength
11+ - +1 Attack
All effects last for 1 phase
And perhaps Ghazghul would have a special rule allowing you to re-roll the 2D6 for the Waaghh!
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![[Post New]](/s/i/i.gif) 2013/06/09 22:08:26
Subject: Codex - Orks 2.0
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Disguised Speculo
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I'd personally count unsuccessful charges too. Remember, with Orks its the thought that counts.
Maybe if the WAAAGH gets too strong, every unit is forced to make a charge or move towards the nearest enermy ~ resolved as a free 1d6" movement. Can mess with gunline type units such as Lootas
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![[Post New]](/s/i/i.gif) 2013/06/09 22:38:37
Subject: Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Dakkamite wrote:Some of those rules man... they are fantastic. In particular I really like the new WAAAGH and having the boss call a WAAAGH instead of a weirdboy, makes a ton of sense in both cases.
Perhaps we could add to that somehow? If multiple units WAAAGH successfully within a certain distance of one another they get a bonus to combat resolution?
Can't help but notice that you've got a specific rule for each klan on the warboss. Very nice touch.
I also really, really like the idea of giving bonuses to the unit if you give a mek a bike or Mega Armour ~ I mean he's just so useless with that stuff now it makes a fantastic change. I reckon losing unwieldly might be a bit much though... perhaps he supercharges their Mega Armour and removes S&P at a cost of 1d3 S1 hits every time the unit runs or runs down an enermy unit? (sort of like their superchargers from Dawn of War). Likewise turboboost an extra d6 inches, on a 1 someones engine has exploded and they take an S3 hit.
Looking forward to the next post man. This is some great stuff.
Edit: For the Warboss' snakebites poison drinka special rule, perhaps add poison attacks to the mix? As it stands, noone will take it except against specific armies (*cough* dark eldar *cough*). Poison attacks for da boss (and his unit?) as well as for any unit during its WAAAGH
Thanks man, I've actually been thinking about these ideas since 5th edition, so reading that is a real compliment
I was actually thinking about that after I wrote the Waaagh! rule. I love the idea of a "rolling Waaagh!", where you get the most out of the Waaagh! if you assault in one wave. Perhaps units 6" from the Waaagh!ing unit (including the waaagh!ing unit) count as having 1 more to combat resolution. (stacks up to 3)
That was the intention for the wasboss upgrades, yes.  However they would cost points to get, since I do want the generic warboss to still be a viable choice (and I was very disappointed when they made Daemon Princes have to be dedicated to a god.)
As for poison drinker, yeah, it is a little weak sauce as is. Perhaps all melee weapons of the warboss and the unit he's attached gain Posion (+5), and any unit that Waaagh!s does too for a combat round. Only Poison +5 though, since I don't want to ape Dark Eldar's style.
The bonus to biker and mega meks is definitely one of my favorite ideas, since they absolutely get no love now. Your idea for the biker sound a bit better than mine, still adds a bonus with a little chance to problems. With Mega amor, I agree that losing unweildly might be overpowered. But the idea you have I already though for an item mega armored units can take. Perhaps a MABM can give mega armored units fleet?
I'll finish then up in a bit, real life calls
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![[Post New]](/s/i/i.gif) 2013/06/09 22:53:13
Subject: Codex - Orks 2.0
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Disguised Speculo
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Adding to the biker thing;
"If a 1 is rolled, nominate one biker before moving the unit. This biker has gone out of control, and zooms his full movement and turbo-boost distance in a random direction (you choose if a hit is rolled). If the biker hits the edge of the board, a ruin or building or other piece of sizeable terrain he is destroyed, and if he hits a unit (friend or foe!) he inflicts (damage) and is wiped out as well.
If he survives his trip, simply treat him as an out of coherency model which must always move towards it's unit until it regains coherency"
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![[Post New]](/s/i/i.gif) 2013/06/10 11:56:59
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Also, Fightaz, Fighta bommerz, and Bommers ditch their Big shootas for Supa shootas for less dinky dakka.
Because it makes no sense for the grot plane to carry bigger guns than the one flown by Orks.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/11 10:48:44
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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I've been reading NetEpic rules for Orks, and they give them instinctive behaviour if outside of the command radius of a Nob.
I reckon that'd be interesting and fluffy and help balance out any bonuses to WAAAGH and what not that we give the boyz. What do you think?
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![[Post New]](/s/i/i.gif) 2013/06/11 10:59:30
Subject: Re:Codex - Orks 2.0
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Camouflaged Zero
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^ If they're feral orks, maybe. But we're not playing fantasy.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/11 11:25:58
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Eh? Are you referring to animosity by any chance?
Orks are pretty straightforward creatures, it would make sense to me that without a Nob to boss 'em around, they'd just go charge at the nearest enermy or something. Perhaps they'd require a leadership test, if they pass they follow orders and if not, WAAAAGH DAKKADAKKADAKKA DA ORKS
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![[Post New]](/s/i/i.gif) 2013/06/11 11:39:11
Subject: Re:Codex - Orks 2.0
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Camouflaged Zero
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Nah, the savage orks. Dudes who run around in underwear and run at people with giant sticks.
I would disagree about it fitting thematically. A normal space ork does have a degree of self control and awareness and can make choices about what it wants to do. They're educated somewhat you could say through experience. So alone, an ork is probably quite cowardly, hence the mob rule, but with a couple of lads around will go do whatever they want. A nob is not needed to tell them to go from A to B. A feral ork on the other hand, who's lacked the interaction of others and hence lacks any sort of experience from them would behave in a more primitive, instinctive manner.
Anyway, fluff is subjective. In-game instinctual behaviour would be lame. It would just put more pressure on nobs. If it dies, you're kinda out of luck so where a barrage weapon may have needed to 20 boys before forcing a Ld test and rendering the mob not so useful, it could just snipe the nob and then the units kapoof. Thats not just for barrage weapons of course, there are many ways to get rid of 1 particular guy in a unit.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/06/11 23:25:13
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Like you said, it's subjective. I personally see them as more of a force of nature, and individual boyz or units of boyz would simply crash against the nearest enermy without the coherent leadership structure provided by a Warboss and his Nobz. Thats just how they appear to me in the fluff. Instinctive behaviour in this case isn't representative of Orks being dumb animals controlled by synapse, but of Orks just being Orks whenever da boss ain't lookin.
I'd also give different behaviour to different units. Tankbustas for instance essentially apply "Glory Hogs", and have to move towards, shoot and assault the nearest tank or MC. Meks might be drawn towards the nearest Ork vehicle in order to 'start fixin' it. Lootas would likewise be drawn towards any wreck within LoS and a certain distance, otherwise they hunker down and shoot. Maybe an 'animosity' type effect as annoying as that would be.
By applying penalties like this, we'd have a fair bit of scope to improve on the boyz via a stuff like a stronger WAAAGH using the sort of ideas that were posted earlier, and it would raise tactical choices about what exactly you use to lead the boyz mobz.
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This message was edited 1 time. Last update was at 2013/06/11 23:26:46
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![[Post New]](/s/i/i.gif) 2013/06/12 08:13:09
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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I'm thinking each Klanz' waaagh should be a bit different. A Goff waaagh is all about getting stukk in an' choppin' dem boyz gudd. But a deathskull waaagh probably involves a lot of looting and taking away metuhl bawkses. While a Bad Moonz waaagh brings a lotta dakka.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/12 16:27:20
Subject: Codex - Orks 2.0
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Kain wrote:I'm thinking each Klanz' waaagh should be a bit different. A Goff waaagh is all about getting stukk in an' choppin' dem boyz gudd. But a deathskull waaagh probably involves a lot of looting and taking away metuhl bawkses. While a Bad Moonz waaagh brings a lotta dakka.
Codex supplements, anyone?
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![[Post New]](/s/i/i.gif) 2013/06/12 16:29:11
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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The Shadow wrote: Kain wrote:I'm thinking each Klanz' waaagh should be a bit different. A Goff waaagh is all about getting stukk in an' choppin' dem boyz gudd. But a deathskull waaagh probably involves a lot of looting and taking away metuhl bawkses. While a Bad Moonz waaagh brings a lotta dakka.
Codex supplements, anyone? 
But then which Klan would be vanilla? It's not like IG, Chaos, or Space Marines where you have Cadians, the Black Legion, and Ultramarines to function as the bog standard.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/12 16:39:03
Subject: Codex - Orks 2.0
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Probably Goff.
But, in all honesty, I can actually see GW doing a Codex: Orks and then a supplement for Evil Sunz, since Evil Sunz have a lot of models related to them (bikers, trukks etc) and it's fairly easy to come up with a number of differences.
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![[Post New]](/s/i/i.gif) 2013/06/12 16:54:47
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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I also have an idea for looted Riptides/Dreadknights/Wraithknights/Daemonfiends to go with Ork Squiggoths, so da boyz can get in on this "shh we're not walkers" business.
But perhaps a uniquely orky should be a walker but is a MC anyway unit would be better?
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This message was edited 1 time. Last update was at 2013/06/12 16:55:15
Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/12 21:17:12
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Ew, making the Ork MC simply a looted MC from another faction?
Nah. By all means would be happy to have that as an option beside our monster squig
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![[Post New]](/s/i/i.gif) 2013/06/12 21:18:50
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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It'd be a way to ease people into seeing looted C'tan.
Or Looted An'ggrath, which I totally bought one just to do in order to see the double takes.
"Yes, I looted the champion of the blood god. What of it?"
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/12 21:25:06
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Lol, looted c'tan.
I'm kind of doing that already. Got an "Avatar of Gork" underway for my Looted Necrons.
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![[Post New]](/s/i/i.gif) 2013/06/12 21:36:34
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Looted An'ggrath has a weirdboy on his head bonking it to keep him in line and has all sortza orky gubbinz. And they tore out his right arm for a stompakannon and painfully put in a bellygun.
And a big ol' toof through his skull.
But he's being used to kill things so he's down with it.
But yeah, expanded looted rules are a must. Having to use LWs, Trakks, Trukks, Fortresses, and BWs for everything can't be allowed to stand any longer/
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/13 18:10:46
Subject: Codex - Orks 2.0
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Dakka Veteran
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Bearing in mind we play a 40K version more akin to a 4th/5th edition hybrid, we have given the ork codex a facelift. Some of the changes include:
Orks can Mob Up! again.
Options added to boss - burna, rokkit pack, snazzgun.
Added a Painboss.
Big Mek can have a snazzgun, deffkopta, and can have mega armor in addition to KFF.
No limit on 'ardboyz.
3 gretchins in a mob can replace their blastas to crew a support weapon (either big shoota or grotzooka).
Transports can have 'runnin' boardz' which increase capacity 50%.
Meganobz can have a bosspole, and iron gobs (+1 Leadership) are back.
Burna boyz and lootaz (which are now heavy support) may have a nob.
Stormboyz and Kommandos are cheaper.
Looted vehicle loses 'don't press dat' and may upgrade armor.
Flash gitz may have a trukk or looted vehicle as transport, and are elites. Upgrades for snazzgun are cheaper.
Skarboyz are back.
Grot tanks, Mega deff dread and deff gunship added.
Zzap gun always hit's on a 3+ but if a '1' is rolled it hits the nearest unit, friend or foe.
Those are the basic changes we've used, but we have an untested unit: an ork tellyporta. Essentially a tank that can beam an adjacent infantry unit across the battlefield, much like a shokk attack gun (complete with crazy results when doubles are rolled). If a unit is upgraded with "homerz" it can be beamed (w/in LOS) from across the table to another location.
We also have a more fundamental change for the orks' basic stats if anyone is interested, but this is enough to digest for the moment!
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![[Post New]](/s/i/i.gif) 2013/06/13 20:42:57
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Got a PDF by any chance?
I really like the idea of giving a Big Mek a deffkopta. Theres tons of little things like this that *should* happen and are awesome but that get overlooked and never thought about
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![[Post New]](/s/i/i.gif) 2013/06/13 20:56:45
Subject: Codex - Orks 2.0
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Regular Dakkanaut
Baltimore, MD
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I wish Orks had some kind of sniper unit. Grots maybe? They wouldn't have to work like normal snipers in the 40k sense, but it would be nice to be able to field a sniper or two...
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![[Post New]](/s/i/i.gif) 2013/06/13 21:03:54
Subject: Codex - Orks 2.0
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Battleship Captain
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Here are some things i wrote, i kinda lost interest in finishing this, i got to busy but it is full of ideas for Orks. Here are the rules they havent been play tested at all.
Ork Codex
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This message was edited 1 time. Last update was at 2013/06/13 21:04:04
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![[Post New]](/s/i/i.gif) 2013/06/13 21:18:51
Subject: Re:Codex - Orks 2.0
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Flashy Flashgitz
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Dakkamite wrote:I've been reading NetEpic rules for Orks, and they give them instinctive behaviour if outside of the command radius of a Nob. I reckon that'd be interesting and fluffy and help balance out any bonuses to WAAAGH and what not that we give the boyz. What do you think?
Are we Orks or Tyranids? Also what would their Intinctive behavior be, "Kill all non orks?" Automatically Appended Next Post: That came out not as funny as planed and I'm a little late
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This message was edited 1 time. Last update was at 2013/06/13 21:20:57
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/13 21:37:44
Subject: Codex - Orks 2.0
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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The old Ork Codex, or one of them anyway, allowed you to actually purchase a unit (such as a Rhino - it gave you a list of possibilities) from other books, like the Guard or Marine Codex/ices. That could be the path we take for looted stuff, perhaps not going as far as that though.
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![[Post New]](/s/i/i.gif) 2013/06/13 22:21:21
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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The way you move units and such in 40k is indicative of a chain of command and communication system that the Orks simply wouldn't have.
While that can be ignored for the purposes of gameplay, we can also represent it (to a limited extent, for forementioned gameplay purposes) with "Wot do we do boyz? I know, lets go krump da umies!"
Also old Lootas had Imperial guns. All but one of my lootas is converted like this, so naturally I'd be a bit biased towards putting it back in...
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This message was edited 1 time. Last update was at 2013/06/13 22:22:12
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![[Post New]](/s/i/i.gif) 2013/06/14 00:00:51
Subject: Re:Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Part two of Luke's Codex Ork
New HQ:
Speed Boss (Name pending. Something as a replacement for the wierdboy)
Stats: WS4 BS2 S4 T4 W3 I4 A4 LD9 SV6+
Equipment:
Choppa & slugga, may be replaced with shoota
May buy Rokkit pack
May buy same equipment as Warboss, bar megaarmor
Rules: Skillful Rider
Big Speeder: The Speed King allows one Fast Attack unit to be taken as a troop choice. He may also buy any vehicle as his own personal ride. Any vehicle he buys that does not have a transport capacity counts as a Chariot. He has the same access of upgrades from the vehicle entry.
Ambulophobia: Speed King often live their lives in or on a vehicle, and if forced to walk on his own two feet he becomes distracted and panics. If a Speed King is not in a vehicle or in assault he must take a morale test. Should he fail, he falls back. If there is an embarkable vehicle with in 6" he may regroup regardless of other conditions.
Troops:
Ork Boyz
Stats: same
For every 10 boys in in a squad, a boy may replace his equipment with:
Big shoota (same)
Rokkit launcha (same)
Burna (no long power weapon, see burna boy entry)
Big Choppa
Any unit make take 'eavy armor for 4 points
Runtherder squad:
May buy any combination of these three models:
Grot 3 pts
Squig 4pts
Snotlings 4pts
Gretchen
Stats: Same
Rules:
It's a grot's life.
It sucks, basicly. In any assault with a Runtherd mob, all overwatch shots must be aim and allocated to models with this rue first. In addition, the player may chose to remove any Grot models from the assault as if the unit has failed to reach the assault, loosing 3d6 Grot models
Sneaky Gitz: When the unit goes to ground, grots gain +2 to cover. This does not stack with area terrain.
Squigs
Stats: Beast, Ws: 3, Bs: 0, S:3, T:2, W:1 A:1 Ld 2 Sv-
Rules: Furious charge, Not scoring
Snotlings Infantry Ws:1 Bs:2, S:1, T:3, W: 3, A:1, Ld:2, Sv-
Rules: Swarms, SAG Ammo*
*When 6" within a SAG model, you may sacrifice 1d6 snotlings for +1 for the strength roll (this does not affect rolls on the misfire chart)
For every ten models in the squad, you may take a Runtherder
Stats: same
Runthereds may trade they grabba stick (same) for a grot prod or suppa serum
Grot prod
Str; User, AP-, poison +4, concussion
Suppa serum
The unit gains FNP (+6) and fearless
Tansport:
Trukks 30 pts
Everyone should get access to trukks
Vehicle Upgrades
Turbo Boosta: During the shooting phase, the unit may use it's Turbo boosta. Roll 1d6 and move the vehicle the amount shown on the die in inches. If a 1 is rolled, the vehicle may no longer use the upgrade as something has back fired and refuses to work (but the vehicle may still move the 1 inch). It the player wishes to use the Speed Boosta while Tank Shocking or Ramming, they must declare it's use during the movement phase and still move in a straight line.
Elites in part 3
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This message was edited 1 time. Last update was at 2013/06/14 00:07:08
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![[Post New]](/s/i/i.gif) 2013/06/14 15:19:48
Subject: Re:Codex - Orks 2.0
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Dakka Veteran
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Just an Excel file.
On another note, while the old days of borrowing vehicles from other codices for looted vehicles was fun it did add to the confusion. The problem is the current looted vehicle isn't flexible enough, so we made a basic version but gave it loads of options, including an armor upgrade. Dropped the 'don't press dat' rule though.
P.S. We also altered the Ramshackle rule. When the scatter die is rolled to determine which direction a trukk moves after getting destroyed you roll 2D6" if the die is pointing in the general direction it was heading and only 1D6" if the die points the opposite way. Inertia matters (at least a little)!
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This message was edited 1 time. Last update was at 2013/06/14 15:26:55
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