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Made in gb
Yellin' Yoof





London

Well folks, ive had this in my head for ages do i thought id drop in a post! apologies for its length! When we come to get a new codex (some time in early 2014?)i think the ork codex only needs a revmp rather than a massive overhaul.

Nonetheless i thought id write down all of my musings and thoughts ive thought of in the past few years - let me know what you think! Also, what have i missed? ive tried to make nothing OP, and have taken away a few goodies along with just adding to ensure it balances out in the right places and isnt just Orks+1. ive made the controversial bits olive to try and avoid being told off by distracting you with colour

again, i dont think we need half of thisper say, but some of the rules and stuff would forma pretty fun dex so i thought id write them instead of locking up the knowledge! im sure when we eventually get a new codex we'll get something huge and expensive, and if the tau dont do it first, im very tempted to believe well get the first mainstream 40k monstrous creature transport. i wonder if you can guess what i mean!


General:

- All orks should have WS3 & S4 instead of the other way round as is
- Furious charge should be deleted. real life rumours are that all orks will get fnp6+ instead...i could live with that!
- Waaagh should make all orks fearless, regroup all falling back units, and give all cc engaged orks preferred enemy for that turn
- Big Choppas should count as heavy chainswords, giving them AP5

Factions:

factions should be re-introduced with a rule adaptation for each:

Evil suns: all vehicles and planes receive red paint jobs for free, and move an additional D3" instead of just 1". waaagh allows vehicles to make an extra D6" move. Warbikers and wartrakks count as troops
Death skulls: All Looted Wagon Gunz count as having a strength of +1, and negative dont touch dat rolls only happen on a roll of a 1 rather than 1-2 (see looted wagon entry). Meks can carry bosspoles. Lootas become troop choices
Goffs: boyz get stikkbombs for free. New gretchin rule: "Operation: get behind the gretchin!" Gretchin provide a 4+ cover save instead of the usual 5+ to any unit they are providing cover to. However for each successful cover save granted by the gretchin, roll a D6. on a roll of 1-2 nothing happens, on a 3-6 the gretchin take the wound instead
Gain Access to 0-1 Skarboyz as troops (5-15 unit size) with the following profile and cost, Skar boyz carry big choppas and sluggas and can be led by a nob as normal (+3 points to upgrade a skarboy to a nob)
WS BS S T W I A Ld Save Points
4 2 4 4 2 2 2 7 4+ 15
Snakebites: Ork Boyz gain move through cover. No incoming poison attacks can be stronger than 4+ against these orks. All models not wearing armour may take warpaint giving a 6+ inv for 1 point per model.
Instead of gretchin, runtherds can lead out squig herds at 4 points per squig. Squigs have the same profile as gretchin,but have fleet, S3 and gain +2 attacks on the charge instead of +1. If the runtherds ever die, roll a D6 every turn. if they roll a 3+ they have to move toward the nearest enemy unit (whatever it is), as fast as possible and assault it whenever possible. If they roll a 1 or 2, the same thing happens to the nearest friendly unit (allies included)
Blood Axe: All orks gain acute senses. One unit in the army may reserve/outflank. Units coming on from reserve can assault the turn they arrive. Kommandos gain stealth, and count as troop choices
Bad Moons: Badmoons can take one additional HQ than normally allowed if it is a wierdboy. Meganobs units are fearless. Flash Gitz Snazzguns count as twin linked at no cost. Flash gitz and meganobz become troop choices


HQ

-Warboss should be given access to burnas and admantium skulls a la ghazzy (+2A on the charge + eternal warrior - 25-40 points?)
- A nob Squad should be a Warboss bodyguard instead of an elite. limited to 1-5 nobs and no painboy (see below).
-"I is da boss!" If the warboss is in the unit and ever dies, one of his ambitious nob entourage immediately grows in stature and upgrades his profile to a warboss profile, other than the wounds characteristic which remains as is. wargear remains the same. This continues until there are no nobz left. Promoted Nobs do not offer additional kill the warlord VP's


- Painboyz should be a HQ choice and not a unit upgrade. A painboy grants fnp and cybork upgrades to his unit, and also offers 5pnt cybork upgrades to all characters and independent characters in the army. May upgrade his urty syringe (4+ poison) to a leaful syringe for 25 points making it 2+ poison. may also have a power saw/drill (klaw) for 25 points

- Big meks should get access to Big Choppas
- A Big Meks Kustom Forcefield should be changed to a 12” dome, protecting from all angles other than underneath, only sheltering models inside the dome. (for the sake of vehicles, only the vehicle sides withing the dome are covered - exposed sides get no cover save. all weapons fired inside the dome ignore cover saves. (on purpose this makes it ineffective at assault ranges)
- no Ignore cover save weapons or abilities ignore KFF cover unless fired or activated within the dome


- Wierdboy powers need updating…and like th erule book powers, a "drain magic" spell should be put in place which you can always swap any power other than the self destrucitng one for (something like the wierdboyz powers going so out of control he creates a localised vacuum in the warp blocking any psychic power on a roll of 1-3 per power attempted from either side until the orks next player turn)
- warpheads should be psyker level 2.
- Access to copper staffs (30 points) which grant the wierdboy a 4+ inv save also give the same effect as a psychic hood

Troops

- Ork boyz mob should get the option of taking burnas as a special weapon at 5 points
- Ork Boyz should be able to take battlewagons as a dedicated transport, but I think the base cost of a battlewagon should go up by 15
- shoota boyz should cost 1 more point per model, or 2 points per model if a shootas range is increased to 24"
- Deffrollas should ignore cover (silly that they dont already), and have APD6+2. it should cost 30 points (when added to the base BW increase, BWs would now be 25 points dearer)


Elites

- Flash Gitz should be moved to elites, and have all 3 gun upgrades rolled into their base cost of 25 points

- Tankbustas should have the tank hunter special rule and tankhammers should be S8 AP3 in combat like a normal rokkits instead of S10 AP-. they are just a rokkit on a stick after all
- Tankbustas should get 'eavy armour options.

- Meganobs should be able to take a bosspole

- Burna squads should be capped at 10.


Fast Attack

- Deffkoptas should have rokkits as an upgrade to their big shootas rather than instead of.
- Deffkoptas should be flyers with the hover option

- stormboyz should get eavy armour options

- Blitzabommers need their big bomm to have AP2 (add 10 points to the price).

Heavy Support

- <enter mysterious monstrous creature transport here> (instead of flash gitz, who replace nobs in the elite section, who are now Warboss bodyguards)

- Deffdreads should cause Fear

- Looted Wagons should be split into 3 distinct types:

Boomtank: 115 points
F12 S10 R10 Transport capacity 0, heavy Vehicle, Tank
· ‘ard case as standard (not open topped)
· Has a boomgun. no other weapons options possible
· “Don’t touch dat!”: On a roll of 1-2 it cant shoot, on a roll of 5-6 an automatic direct hit is achieved

Looted wagon: 65 points
F11 S10 R10 Transport Capacity 15, fast vehicle, open topped
· Red paint and reinforced ram as standard (moves extra 1”, can tank shock as if AV12 & rerolls difficult terrain), (included in price)
· has a big shoota. can have a skorcha (10 points) and/or an additonal big shoota (5 points). may swap both big shootas for Rokkits (5 points each)
· “Don’t touch dat!”: On a roll of 1-2 passengers may only perform an emergency disembarkation if they want to disembark. On a roll of 5-6 passengers can disembark normally regardless of the distance travelled, even if flat out

Gunwagon: 80 points
F12 S12 R11 Transport Capacity 5, tank
· Grot riggers as Standard (can repair immobilised or weapon destroyed on a 4+ if not shooting)
· must have one of: a skorcha (5 points), zzap gun (20 points), kannon (10 points) or lobba (10 points) as main weapon, and may have 4 x big shootas/Rokkits/kustom mega blasters (5/10/20 points)
· “Don’t touch dat!”: On a roll of 1-2 weapons may only be snap shotted (or if applicable scatter the full distance rolled). On a roll of 5-6 all weapons count as twin linked or can reroll scatter dice

Thats about it! totally utopian, but i think it would be a brilliant, but not OP codex!

Im particularly fond of the looted wagon dont touch dat differences, the Nob's "i is da boss!!" rule, but most of all operation get behind the gretchin i hope that it makes all the list types viable again!



"when words fail to describe the dismay, there is always facepalm"

 
   
Made in se
Yellin' Yoof




Da Kamp

Nice work, i like it!

But it's called ''Eavy'' armor for a reason. If you're giving it to stormboyz, how about removing their extra D6 movement to represent that they are much heavier, and thus can't move so fast? Or how about they crash on 1-2 instead of just 1, to show that its much harder to control?

W: Too few L: Too many D: Yes

Not gold. Not plastic. Soon, Games Workshop miniatures will be forged entirely from narrative - a 5-man box costing £70, containing the highest-quality imaginary soldiers in the world. Why have miniatures? Why paint, assemble or convert when you can simply imagine your army? - Frozen Ocean 
   
Made in us
Regular Dakkanaut




Deffkoptas should *NOT* be flyers, they are perfect as Jetbikes.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Okay read this over hers my thoughts on it
Weapon Skill 4 base str 3 is fine
Big Choopas need to be usefull once again ..
DeffKoptas are jetbikes ..leave them there they are fine..Orks have far to many flyer choices as it is now ..(3 base choices + 2-3 options per model)+ the FW stuff
Nobz as an HQ Guard would be nice but also need to leave them an elite
FlashGitz need to be elite/Hq Guard Choice and have a dedicated transport selection ( they are Rich Ard NOBZ afterall) and they need a pain boy/Bosspole option
Lootas need to be moved to Heavy
Painboss should be an HQ choice...
Weridboyz do need an update ..but they do not use the warp ...they use the power of the waaagh ..hence they dont have to worry about choas takeovers..
Troops ..yes boyz need the option of taking a battlewagon as a dedicated vehicle as well at present point cost ..( 120+ points is a pricey enough upgrade)
yep Orcs need to be able to carry burnas again in the mobs like before (2nd edition)
Shoota Range at 18 and no cost for upgrade because they lose an attack in the assult as a result of the swap
naw the DR is fine as it is STR 10 d6 hits ..really dose not need the AP tht or make it a flat AP3 or 4 ..cause it nearly always kills somone anyway.and if somone is foolish enough to do Death or Glory they get a second round of str 10 d6 hits.not a lot can save 6 times in a row on average

Tank Bustas should be a heavy choice not an elite choice

Strom Boyz hrmmn...they still have some armor (6+ save) ...but no no eavy option or if a eavy option then add a greater chance of crashing and burning ...

Loooted wagons are fine as written ...and the ram adds two to av anyway

More options need to be in the codex itself for vehicles
(Big Trakk, Battle Fortress, Grot Tanks, Grot Megatank, Stompas, Squiqoth, Big Squigoth, Grot Calvary(riding small squigs,) Orc Calvary ( Cyboars for those that do not recall, or better yet make them cysquigs) ..Calvary should be a troop choice then ...




'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in ie
Sniping Hexa




Dublin

The idea is good, but I do see a problem with what you propose
You give some bad units a decent punch / use now, but you mainly take the best units (which are OK by today's scale) and make them much better :
fearless meganobz ? yes please it's their only weakness
Deffrollas spam with AP ? as dedicated transport ? I'll take 10
a 12" KFF bubble ? ridiculously good when all other such effect are all 6" (and forget this complicated rule about sides of vehicles outside of the field, even if realistic)

But the basic initiative is good and a lots of ideas are not bad

 
   
Made in us
Regular Dakkanaut





That looks very good, but you might want to throw in the Feral Orks and Freebooterz too while you are at it. And i agree with Morfydd on adding more options in the codex and mabey make some of them unique for the different clans like Cyboars should only be something that the Feral Orks could use and stuff like that.

From each according to his ability, to each according to his need 
   
 
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