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![[Post New]](/s/i/i.gif) 2013/10/08 22:00:27
Subject: PO's Ork Codex Rewrite
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Nasty Nob
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Here's an idea for some alternative Waaagh! rules...
All ork units have either Waaagh (Gork) or Waaagh (Mork).
At the start of every turn, when rolling for reserves also roll for the Waaagh. The Waaagh roll is exactly the same as a reserve roll, but instead of having a unit come on, you get the benefits of your Waaagh rules for that turn. Once the Waaagh has been activated, it is no longer available (except through special rules).
If you have Waaagh (Gork), you can always charge in the assault phase, even if you fired heavy weapons or ran in the shooting phase. Units which started the assault phase locked in close combat get +1 attack per model.
If you have Waaagh (Mork) you can run (or turbo boost, move flat out, etc) and fire in the same shooting phase or get an additional shooting attack at BS 1 if you didn't run.
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This message was edited 1 time. Last update was at 2013/10/08 22:03:29
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![[Post New]](/s/i/i.gif) 2013/10/10 19:40:56
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Here's another update. Added some Psychic Powers, a few new weapons (bombs and missiles) and a new vehicle upgrade (a generic version of the warbuggy to wartrakk upgrade, suitable for half-track trukks and the like).
The army list now includes a Warphead HQ and several new Fast Attack choices. I merged the Burna Bomma and Blitza Bomma into a single unit and added a few additional options for the Dakkajet.
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Ork Codex 04.pdf |
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291 Kbytes
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![[Post New]](/s/i/i.gif) 2013/10/11 04:54:54
Subject: PO's Ork Codex Rewrite
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Disguised Speculo
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You ever used the Blitzabomma before? Its bomb is pure garbage. Absolutely needs a massive buff. Absolute minimum should be AP 2.
New Burna bomm needs something to give it ompf IMO. Light the target unit on fire. Create an area of dangerous terrain. Burn down forests. Hit models in transports or buildings. Something like that.
Whats lifebane? Is it fleshbane? Or "any biological creature"-bane?
Like the powers. Not sure what a maelstorm is because I never use it.
Current style 'random powers' thing for Weirdboy seems more Orky to me than just another psyker. Perhaps they randomly determine their powers each turn?
Can't find codex entry for bommers. Theres a blank page between buggy and dakkajet though
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![[Post New]](/s/i/i.gif) 2013/10/11 07:22:42
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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'Lifebane' should be 'Fleshbane'.
The Bomma entry seems to have disappeared due to some issue with formatting. Will look into that.
Maelstrom powers affect both enemy and friendly units, so there is a significant downside to them.
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![[Post New]](/s/i/i.gif) 2013/10/13 22:08:55
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Another minor update. Revised Stikkbombs again. Added Killa Kans, Deff Dread, Trukk, Big Gunz. Corrected a few errors.
At this point, it's almost a usable codex.
Still needed:
Warlord Traits
Some replacement for the Looted Wagon with Boomgun
Stats for Kannons and Kill-kannons
Rules for how to get Wing-Wakka shells
Bomb Squigs
Ammo Runts, Grot Orderlies and Grot Oilers
Special Characters
Unique Wargear
Stuff I'm probably going to re-write:
Waaagh rules (too complicated, too many variants to remember)
Kustom Dakka Table (could probably be cut down to 3 variants)
Psychic Powers
Lunatorks rule (will need to be brought in line with new Waaagh at least)
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Ork Codex 05.pdf |
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305 Kbytes
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![[Post New]](/s/i/i.gif) 2013/10/16 00:56:19
Subject: PO's Ork Codex Rewrite
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Battleship Captain
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Its shaping up. I would say break waghh down into just weapon types to really simplify it.
Example
On a waghh turn all assault weapons fire twice as many shots
All choppa boys/melee type units get +3 attacks and fleet.
That sounds like a krumpy waghh turn like the good old days.
Also good work so far
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This message was edited 1 time. Last update was at 2013/10/16 00:56:41
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![[Post New]](/s/i/i.gif) 2013/10/20 21:45:08
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Here's version 6. I've massively changed the Waaagh rules and tweaked a few details for weapons (simplified Kustom Dakka, slight tweak to the Sparky Partz rule, added a SAG special result table).
I'm trying to come up with a good system for ammo runts, etc. I'm thinking of something along the lines of a single generic 'supply runt' counter which can let you reroll one repair or FNP roll or give one model the 'more dakka' rule for a turn when you spend it, then giving a few units (Lootas and Big Meks maybe) the ability to spawn more supply runts when units are destroyed nearby.
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![[Post New]](/s/i/i.gif) 2013/10/21 03:27:42
Subject: PO's Ork Codex Rewrite
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Disguised Speculo
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![[Post New]](/s/i/i.gif) 2013/10/21 07:38:10
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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D'oh!
Here's version 7 as well. Adds Warlord Traits and Supply Runts.
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Ork Codex 06.pdf |
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303 Kbytes
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Ork Codex 07.pdf |
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314 Kbytes
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This message was edited 1 time. Last update was at 2013/10/21 12:44:30
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![[Post New]](/s/i/i.gif) 2013/10/22 21:26:01
Subject: PO's Ork Codex Rewrite
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Disguised Speculo
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Not sure about the WAAAGH building/counters thing, personally I think its something that should be summoned by the player.
Dead keen on the Gorka/Morka WAAAAGH effect though, I think you've nailed that one dead on. Maybe also fearless for Gorka - most units won't care but stuff like Nobs really wouldn't be running if they get unlucky on the WAAAGH
Lunatork table is good in my book. Like that WAAAGH counters affect it
Like the new SAG
Maybe Gets Hot! for Grot Prod, at least when Sparky Parts is a double?
Squig Whip is meh, maybe some effect on the unit (bonus Ld, or bonus attacks at some detriment, bosspole wound/re-roll effect etc)
Blitzbusta Bomm is AOK, far better than the S7 AP4 nonsense we currently get
Dig Supply Runts/Special Ammo stuff
Not sure if I dig the Deff Rolla. Should be more killy vs vehicles IMO. It also mentions a dozer blade but I think you were looking to say "rumbla trakks"?
Great job sofar mate
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![[Post New]](/s/i/i.gif) 2013/10/22 22:51:43
Subject: PO's Ork Codex Rewrite
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Nasty Nob
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Dakkamite wrote:Not sure about the WAAAGH building/counters thing, personally I think its something that should be summoned by the player.
What I really wanted to do was avoid a situation where players forgot that they had the Waaagh available to them, which is what I tend to do all the time with one-per-game effects. Forcing them to track counters reminds them that the Waaagh is there. I guess I could have it so that you can choose to hold off the Waaagh once it becomes available, but (a) that doesn't seem terribly orky and (b) it makes the Waaagh both powerful and controllable, which is probably a bit too good.
Dakkamite wrote:Dead keen on the Gorka/Morka WAAAAGH effect though, I think you've nailed that one dead on. Maybe also fearless for Gorka - most units won't care but stuff like Nobs really wouldn't be running if they get unlucky on the WAAAGH
Fearless for Gorka makes sense and isn't really too powerful. Will probably add that.
Dakkamite wrote:Lunatork table is good in my book. Like that WAAAGH counters affect it
I think the specific rules for each result might need more work, but the general concept of how the behaviour is generated is one I'm very pleased with.
I'm a bit concerned that the special rules are all too similar. I'll see if I can think of something a little more imaginative.
Dakkamite wrote:Maybe Gets Hot! for Grot Prod, at least when Sparky Parts is a double?
That was my original intention, but the rules for Gets Hot don't seem to allow it on melee weapons for some reason.
Dakkamite wrote:Squig Whip is meh, maybe some effect on the unit (bonus Ld, or bonus attacks at some detriment, bosspole wound/re-roll effect etc)
It's supposed to be fairly weak. It's just a whip.
Dakkamite wrote:Not sure if I dig the Deff Rolla. Should be more killy vs vehicles IMO. It also mentions a dozer blade but I think you were looking to say "rumbla trakks"?
D6 automatic S 8 hits is still fairly effective at stripping hull points. I don't think the Deffrolla needs to be the most effective anti-tank weapon in the entire game, which is pretty much what it is now. I did mean to say Dozer Blade; it's in the main rule book (page 87). Maybe it would be simpler to just say 'may re-roll failed Dangerous Terrain tests'?
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![[Post New]](/s/i/i.gif) 2013/10/23 16:10:23
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Version 8:
Nerfed Weirdboy down to normal ork statline.
Nerfed Warphead down to Nob statline.
Buffed Deffkoptas to Biker Nob statline, added options for Boom Bombs and Buzzkuttas (new versions of Big Bomms and Buzzsaws), increased base cost.
Added Bomb Squigs.
Added Waaagh! Banner.
Added a couple of weapon options to Gobsmasha Gunwagon.
Only needs the special characters and unique wargear to be a 'complete' list, although there is plenty of tweaking to be done.
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Ork Codex 08.pdf |
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318 Kbytes
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![[Post New]](/s/i/i.gif) 2013/10/30 13:01:39
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Version 9, now with Grotsnik, Badrukk, Snikrot and Wazzdakka as HQ options.
Also slightly re-wrote the Attack Squig rules, making it easier to add different versions, like Zogwort's Squig-snakes.
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Ork Codex 09.pdf |
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333 Kbytes
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![[Post New]](/s/i/i.gif) 2013/10/30 22:19:17
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Version 10, first draft completed. This is now a usable codex, although a great deal of rewriting is still going to be needed before I am happy with it.
Added all the remaining special characters from the 4th ed. codex as HQ options (mostly because it was easier to format them that way... some of them may go back to being unit upgrade characters in future versions).
Added some unique wargear items.
Added a note to the end of the Kustom Dakka rules to clarify exactly how it works when you have multiple upgrades.
On the 'To Do' list:
Review the rules for Stikkbombs and Stikkbomb Chukkas.
Re-write the battlewagons.
Add the 'Ard Case vehicle upgrade.
Review the Warlord traits and psychic powers to see if I can replace some of the ones I am less pleased with with better ones.
Re-write the Kustom Force Field to be better and more characterful. I'm thinking maybe roll 1D6, take that as your invulnerable save, but roll of '1' causes some kind of malfunction instead.
Consider adding some kind of small force field generator for ordinary mekboys. Maybe ten points or so for +1 Invulnerable Save (with the first one granting 6+).
Consider nerfing Grot Prods and Shokk Attack Guns by swapping their S and AP values.
Look at lootas again, see if I can come up with a better option for alternative weapons.
Consider adding more special characters - possibly Nazdreg, Snagrod, Zodgrodd Wortsnagga or one of the famous Dakkajet pilots like Da Krimson Barun.
Come up with some more options for painboys.
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Ork Codex 10.pdf |
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348 Kbytes
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![[Post New]](/s/i/i.gif) 2013/10/30 23:04:58
Subject: Re:PO's Ork Codex Rewrite
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Giggling Nurgling
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I really, really like this rewrite. It is completely orky and sounds like endless fun. The only suggestion I might have, is for the Zogg Off! power, I feel as though the Ork player should be able to decide where the unit returns into play (or, perhaps, is allowed to do so if he wins a roll-off). So, for example, a Wierdboy banishes a few Terminators into the Warp, and then when they return both players would roll a die, and whoever rolls higher is allowed to place the unit on the board via Deep Strike. Just my two cents.
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![[Post New]](/s/i/i.gif) 2013/10/30 23:41:26
Subject: PO's Ork Codex Rewrite
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Nasty Nob
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Maybe I need a general-purpose special rule for units being zapped into another part of the battlefield. Between the weird powers and the SAG, I've written four or five similar sets of rules.
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![[Post New]](/s/i/i.gif) 2013/11/03 10:30:05
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Version 11:
Changed rules for Grabba Stick - now allows re-rolls of Look Out Sir, representing the Runtherd throwing grots into the path of incoming attacks.
Changed rules for Stikkbomb chukka.
Nerfed Gorka a little - no longer gives bonus attack if you didn't charge.
Nerfed Morka quite a bit - lost Hit and Run, all shots become snap shots.
Removed Morka from Kommandos, Grots, Big Guns and all vehicles.
Added Ard Kase upgrade.
Added Smoke Kloud rule for Warbikes (not the same as the old one - now provides cover for unit behind the warbikes).
Nerfed Choppas - replaced +1 S with 'cleave' rule, which allows re-roll of To Wound rolls of 1.
Changed rules for Bomb Squigs slightly, added option to take them in Kommando units.
Gave Tankbusta Boss the Tank Hunter rule, increased cost by 5 points.
Changed Kustom Force Field to a random save value.
Increased cost of lootas by 1 point per model, mekboys by 3 points per model.
Made all mekboy weapon options free, since the Blasta is now pretty good and most of the others are downgrades. Added a free supply runt for mekboys with choppa and slugga.
Dropped cost of Rokkit Launchas on most vehicles.
Changed Gaz's Eavy Shootas to Supa Shootas.
Changed the order of effects on the Lunatorks table.
Added option for Stikkbombs to madboys.
Increased cost of Grot weapon upgrades by one point each.
Added option for Supply Runts in Loota or Big Gunz units.
Changed Gutrippa Battlewagon to be open topped, reduced front armour by one, added one hull point, reduced cost by 10 points.
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Ork Codex 11.pdf |
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351 Kbytes
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![[Post New]](/s/i/i.gif) 2013/11/10 17:15:10
Subject: Re:PO's Ork Codex Rewrite
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Nasty Nob
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Version 12:
Added Zodgrod Wortsnagga and his Supa Runts as an elite choice.
Changed some of the Warlord Traits.
Changed the formatting.
Learned valuable lessons about getting formatting set up properly before writing stuff.
Coming soon: Clan rules.
Edit: First rough clan rules are here. Still need Warlord Traits and Unique Wargear, which will be the difficult part. May need a couple of new unit entries too (Squiggoth for Snakebites, Nazdregg for Bad Moons...)
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Ork Codex 12.pdf |
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287 Kbytes
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Ork Clans 01.pdf |
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43 Kbytes
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This message was edited 1 time. Last update was at 2013/11/11 01:47:33
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![[Post New]](/s/i/i.gif) 2013/11/14 19:29:56
Subject: Re:PO's Ork Codex Rewrite - now with Clan rules!
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Nasty Nob
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I've decided to re-format the whole document, which is proving to be time-consuming and dull. When I've finished it should only use about half as many pages and look more like a GW publication.
I'm still working on clan rules. For now, here are 36 new warlord traits...
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Ork Warlord Traits.pdf |
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65 Kbytes
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