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Made in za
Fixture of Dakka




Temple Prime

Since we have a thread dedicated to unfething the notoriously poor internal balance of the Tyranid book I've thought, well the Orks are another xenos race in need of some love and they're tied with Tyranids for my favorite race, so why not work on updating their aging book to keep up with the times?

This is a general discussion thread to updating the Orks into being a full 6th edition army. Here we shall discuss warlord traits, special characters, fixing old units and bringing in new ones, translating forge world units into codex standard, apocalypse, wargear, and of course fluff.


CODEX


ORKS


Flash gitz:

~Gitfinda: Flash Git weapons are twin linked
~Shootier: +1 strength
~More Dakka: +1 shots
~Blasta: As per usual, but the Gitz can choose not to fire it by passing a leadership test.
~Megablasta: Able to optionally fire a Plasma Kannon type small blast
~Kombi Weapons: Some kombi-weapon is strapped to the shoota.
~Multi-barrels: The weapon fires 1d6 shots instead of 1d3. However for every pair of ones in the squads shooting one gun has jammed and cannot fire next turn. Something like that
~Longa Barrel: Weapon range increased by 6" (base range is 24 or 36?)

To start off, I'm thinking of instead of having a specific hard boyz unit, it'll instead be an upgrade for shoota and slugga boyz and have a bit of a price reduction given the vast amounts of AP4 in the current meta. One mob of 30 hard boyz currently is something of a points sink, when by all means it should be something that ought to make your enemies sweat in terror.

Storm boyz:

Rule: Aim for the flyboy:

A squad of Stormboyz may elect to fly and attack a zooming flyer or swooping monstrous creature in the assault phase if they pass a LD check, if the check is failed the Boyz have had a change of heart and look for another target (may assault a target they can assault normally without any penalty). If the Leadership check is passed and the Boyz make their charge do the following:

-Count how many Boyz are within assault range (as per normal assault rules) every boy that is in assault range gets a auto S6 hit on the flyer, the boyz out of combat are considered to have flown up but missed their target.

-No matter the result of the combat, if the flyer is destroyed or if the flyer manages to survive the combat all the Boyz that were able to assault the flyer are removed as casualties as they have ended up as greasy green smears decorating the enemy flyer or caught in the dramatic explosion of the destroyed flyer or crushed by the monstrous flyers dead body.

Runtz mob:

 Dakkamite wrote:
Replacement for "Gretchin Mob", first draft.

Runtz Mob

"Runtz" is a word used by Orks to describe all the small, annoying creatures that infest any given Greenskin camp. When the time comes for battle, Ork Slavers (known as Runtherds) and Squig-Farmers (Pigdoks) assemble da runtz into mobz and use them for mine clearance, mobile cover, and any number of other horrible tasks



~Unit Type: Troops, Infantry
~Unit Size: One Runtherd or Pigdok, and between five and thirty Gretchin or Squigs (unit may contain a mixture of these)
~Wargear: Gretchin are equipped with a Grot Blasta. Runtherds have a Slugga, Grabba Stikk, and Squig Hound. Pigdoks have an 'urty syringe and Pigdok's tools
Grabba Stikk: Runtherds may choose to exchange all of their attacks in a melee phase for the same number of Grabba Atakks. Grabba Atakks are resolved at initiative step 10 against any model within 2" of the Runtherd, and roll to-hit like any other melee attack. However, if you hit, no wounds are inflicted ~ instead reduce the INT and attacks of the target by 1 (to a minimum of 1). This does not work on any model with a Strength value double or higher that of the Runtherd. You may freely choose which model or models within 2" to target, there is no need to spread the attacks evenly, though you must decide who to attack before rolling any to-hit dice.

Squig Hound: If you fail a morale test, remove 1d3 Gretchin to attempt the test again. A Squig Hound also counts as a Squig for the purposes of Get 'em boy and Gone Wild - note that it *will* be removed in the latter case.

Pigdok's Toolz: Pigdok's spend their whole lives raising Squigs, and the frequent and bloody fights in the Squig Pens have taught them a thing or three about patching up wounded beasts! Each set of Pigdok's tools confers a 6+ Feel No Pain effect on the Squigs in the unit. This effect will stack, becoming 5+ with two sets, and 4+ with three sets Remember, you cannot take Feel No Pain saves against Instant Death, which will affect Squigs a heck of a lot with only T2.

~Special Rules: Furious Charge (Orks, Squigs), Beasts (Squigs), Stealthed (Gretchin), It's a Runts Life (Gretchin, Squigs), Get 'em boy! (Squigs), Gone Wild! (Squigs)
It's a Runts Life: If a Runtz Mob is in close combat with the enemy, any number of your units may shoot at that enemy unit as per usual with non-template weapons. Any shots fired in this fashion are resolved as snap-shooting in every regard, except on a to-hit roll of 1 or 2, remove the closest model from the Runtz unit as a casualty. If any units choose to shoot in this fashion, even if no hits are scored and no Runtz removed, the Runtz Mob must pass a morale test at the end of the shooting phase or flee from combat. Count all casualties recieved from shooting into this combat towards Combat Resolution in the following melee phase.

Errata: If any other friendly unit is in the combat, or any IC attached to this unit, then you cannot fire into the combat. If multiple Runtz units are involved in the same combat, only remove one model per to-hit roll of 1, not one from each unit. A Runtz mob cannot fire while in close combat to take advantage of this rule!

Get 'em boy!: If an enemy unit of infantry attempts to flee a combat with a Runtz mob, roll 3d6 and compare this value to the number of Squigs in the unit. If it is lower, reduce the opponent's INT value by half (round up) for the purposes of attempting to break from combat, and in addition, inflict a number of wounds on the fleeing unit equal to the amount you beat this roll by (armour saves may be taken as usual)

Gone Wild!: If a Runtz mob ever fails a morale test and flees, the Squigs in the unit go wild and attack everything around them! Remove every Squig model from the unit as a casualty, and for every three squigs removed in this fashion, inflict 1d6 S3 automatic hits on every unit (friend or foe) within 6" of a model from the Runtz mob as well as the Runtz mob itself!

Errata: Roll all the dice only once, not seperately for each unit

~Options
Add Gretchin or Squigs to the unit for...........................................................3 points per model

For every ten Squigs in the unit, you may add one Pigdok for.........................10 points
For every ten Gretchin in the unit, you may add one Runtherd for...................10 points

For every ten Gretchin in the unit, you may join two of them into a weapons team armed with;
A Grotzooka..............................................................................................20 points
A Rokkit Launcha.......................................................................................10 points
A Big Shoota.............................................................................................5 points

Gretchin Weapons Teams

Gretchin Weapon Teams count as regular Gretchin for the purposes of being attacked, though they may only suffer Instant Death from blast and template weapons. If a wound is recieved by the unit (and doesn't cause Instant Death), roll a dice on the following chart;
1-2: A Grot has been cut down, but another takes his place! Remove one Gretchin from the unit and the team remains intact
3-4: The gun has been smashed! Remove the team, but add two Gretchin to the unit
5-6: The entire team has just gone SPLAT. Remove it as a casualty

If a Runtz mob runs during the shooting phase, any Grot Weapons Teams it possesses will be dissolved, adding two Grots to the unit. If a Runtz mob flees at any point, dissolve all Grot Weapons teams in the same manner.



Thoughts?

This message was edited 3 times. Last update was at 2013/06/29 11:12:44


 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.



 
   
Made in nz
Disguised Speculo





Man I was tossing up making this thread myself. Consider me on board.

On 'ard boys, I think it should costs just two points per model, three at most. A 50% price hike to raise durability by "fifty percent" isn't very efficient because for starters, it's not also raising offense or mobility at all, and on top of that the forementioned worthlessness of 4+ due to the surplus of high RoF/blast AP4. As it is it's a rather crap upgrade and it's never even crossed my mind to use it.

Alternatively, one less point, however the added weight of the armour impedes the boyz in some way. Slow and Purposeful might do the trick but it may also be a bit on the excessive side.

Another thing to look at could be some kind of combat shield. I really like the idea of a bunch of hard as nails Orks forming a screen for the rest of your boys.
   
Made in za
Fixture of Dakka




Temple Prime

Ah yes, 'Ard Boyz in the space marine game used shields. Perhaps they could be a special unit that not only have better armor saves (but no sluggaz) but can give improved cover saves for the boyz behind them?

Also I'm thinking of having a set of armor and cybork upgrades for nobz.

'Naff armor (5+ save, cheap)
'Eavy armor (4+)
Supa armor (looted power armor, 3+)
Mega armor (2+)

'Naff Cyborks (6++)
'Eavy cybork (5++)
Supa cybork (4++)
Mega cybork (3++)

And instead of meganobz being a distinct unit, they're simply nobz with Mega armor/cybork. You could have both, but it'd be expensive.

This message was edited 1 time. Last update was at 2013/06/07 11:19:48


 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.



 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

4+ armour on everyone for cheap as nuts would be an issue since that negates standard infantry weapons, i.e a boltgun or even a pulse rifle. So I think 6+ is fine and just having 1 unit with the option for eavy armour is okay. 2pts may be too cheap, but even then I probably still wouldn't take it. There's many options to get cover saves (5+ sure, but its the equal of a guardsmen) and having every guy with eavy armour would make them too expensive and you'd have fewer guys.
There's only a few things I think that should be changed which would make orks decent, and still have some diversity in their builds.

Overall codex traits:
+1 initiative on the charge. They shouldn't be base 3 IMO, since then does that mean nobs should be I4? I dont think so, nor do I think nobs should be the same as a regular boy. Alternatively, make it that in charging in a WAAAGH phase they get +I1 as they're just that more amped. It would also make the waaagh phase useful, which would be a nice change.

Units:
HQs - I'm mostly happy with, only thing would change is a points cost reduction to weirdboys. Also a warboss on a bike allows bikers to be troops (like a marine biker captain)

Elites
Nobs - reduce base cost to 15pts, everything else as is.
Meganobs - option to take a bosspole. I dont feel they should get the option for a painboy, could make them too good so stick with it having to be a special character.
Burnaboys - same but option for dedicated trukk transport
Lootas - no change
Tankbustas - either points reduction to about 10-12pts, or an upgrade in the weapon to S9. Dedicated trukk option (may make me consider a tankhammer on a boarding plank )
Kommandos - stealth USR

Troops
Boys - option to take burna upgrade
Grots - no change
Trukk - point drop to 30 or comes with built in ram

FA
Stormboys - drop cost to 9-10pts and drop cost or zagstruk
Buggies - no change
Warbikes - return of fearlessness, no points change
Deffkoptas - addition of nob leader option & bosspole, PK cost drops to 20pts for normal boys.
Jets - points drop or AV11 on front

Heavy
battlewagon - no base points change, price drop for killkannon or an increase in range
Dread - AV13 on front
Kans - larger unit size, kustom mega blastas for +15pts, rokkits for +10pts
Big guns - no change
Looted wagon - AV12 on front
Flash gits - dont even try...

Mostly I feel just a few things have become to expensive to be worthwhile, so just need their points dropped a little, then others which are too fragile, toughened up a little. The main issue is an overall inability to handle tanks at range. This could easily be remedied by changing the tankbustas, could also make them a must include unit so GW would actually sell some! I would prefer them to become S9 than a points drop and with the option for a dedicated trukk, would probably consider them (keep the squig bombs as is).

For units to include:
Grot bombs - a purchasable upgrade for warbuggies
Painboss - an average HQ, but can give FNP to a unit
Bigga guns - another heavy support choice but not taken as a unit like the big guns batteries. So similar to the DKOK artillery; like they can get a trio of basilisks but as artillery, not on a chimera chassis, the ork counter part would be supa-kannons/lobbas/zapp guns or whatever. Would have to be done carefully to not make big guns redundant so way higher cost. Like <1000pts big guns are all that's needed, but >1000pts a bigga bun battery may be needed to pop russes and the big guns can still stick to their chimeras or what have you.
As far as an MC goes... dont really want/feel we need one. Definitely wouldn't want a walker type that just makes deff dreads useless, but a squig does have potential through it being an MC that doubles as a transport. Some interesting opportunities lie here.

So this would give the options to make viable horde, biker, trukk rush or gunline lists IMO.

That should get the ball rolling...





Automatically Appended Next Post:
Looking at that, I wouldn't really want to mess around with the saves.
Take this
Nob - mega armour, mega cybork
That a dude with a S9 PK on the charge, 2W, 2+ and a 3++. What would that cost? Like at least 60 points, probably more I'd imagine. 6+ saves I don't think anyone would bother with and a 3+ just doesn't fit in with the ork character to me.
Invul saves will always be expensive to give to guys, 6+ is almost meaningless and would be only put on things like regular boys, probably bumping them up to 8-9pts a pop. 5+ is fine, terminator equivalent. Then 3+ and 4+ would be just too expensive to give out.
Maybe if you wanted to have some sort of shield equivalent that's swapped out for a slugga I'd either go:
same as a marine combat shield (6++ not great sure, but you're not paying extra for a naff cybork upgrade)
or gives +1 to save in CC, so an 'ard boy with shields would be 3+ in CC.

This message was edited 2 times. Last update was at 2013/06/07 11:58:19


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nz
Disguised Speculo





This is what I have in mind for 'ard boyz. May have balance issues so have at it!

'ard boyz (1-2pts): grants a 4+ save and the boy can opt to trade his choppa for a 'eavy shield (or just get a shield?) for an additional point or two

Orks are strong, but the sheer weight of armour plates that make up a suit of 'eavy armour is enough to slow even them down. Any Ork boy (not Nobs) with 'eavy armour gain the slow and purposeful special rule.

Kombat Shields are huge, solid slabs of metal that make the boyz behind them almost impervious to enermy fire. An Ork equipped with a Kombat shield gains +1 toughness if in base to base contact with another two Orks with Kombat shields (like that DA rule). Any mob equipped with kombat shields adds +1 to it's cover save and confers that same bonus to any unit that the enermy fires through the shielded unit to hit. However, Kombat shields slow da boyz down even more and force them to move as though they are in difficult terrain at all times.


As for armour, I find it quite nice not to have MEQ in our list. With Cybork I feel having more than perhaps two ranks of it is too much. To borrow an idea from IA: 8, how about any Cybork can be given/recieves an upgrade from a list or from a random chart? The ones they had were;

Turbo Killaz; Unit gains fleet but suffers 1d3 wounds when it runs

Tinboy Brutes: T5 but slow and purposeful

Given the nature of Orks I personally think a random table of add-ons would work, but that said, Turbo Killaz is just trash though I do like the name. The better cybork upgrade might give the unit a re-roll, on the cybork chart. Note that doubles would/could/should cause cybork mishaps ~ squig brain transplant anyone?

I've started looking through that thread where people post what they want / ideas for the new GW Ork codex. Something that caught my eye was a Warboss retinue. You could take Nobs, meks, doks, and weirdboys at least, and then split them off to lead other units. Could perhaps replace the usual method of just getting a 'Nob leader'? Would absolutely love any chance to take more weirdboys thats for sure.

This message was edited 1 time. Last update was at 2013/06/07 12:03:13


 
   
Made in za
Fixture of Dakka




Temple Prime

Given the recent nerfs to fleet I'd say having it suffer wounds for fleet alone wouldn't be terribly useful. But perhaps having it allow you to run and assault once again would be worth it? It'd be unique, and well worth the wounds you'd suffer to surprise someone who thought they were safe.

This message was edited 1 time. Last update was at 2013/06/07 12:05:16


 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.



 
   
Made in nz
Disguised Speculo





I seem to have missed Rahxephons post...

Pretty much thats all good stuff man, though its too broad to comment on all of it. Mainly I'd add "Orks now have frag and krak stikkbomms" and "swap Lootas and Killa Kan FoC slots" to it. Kans really don't warrent a heavy slot, either FA or Elites, and Lootas are well and truly the most Heavy Support unit in our entire dex.

The Jets though... the Blitzabomma needs a serious boost because a single S7 AP4 melta attack just doesn't cut it because it doesn't get a single bonus point on the pen chart. The Burna bomma should perhaps come with rokkits for free because without them its trash, and with them its overcosted as hell.

Stealth for Kommandos is good, and to that I add "Make goddamn Snikrot assault from outflanking again!". I was also tossing about a special rule for Kommandos the other day... essentially some bonus if they assault from out of cover. But I gotta work on it a bit more before I post it up.

Perhaps give Big Gun batteries the option of upgrading one gun to a Bigga Gun? The gun gets ded killy but also gets hot or something. The thing about Orks is that they're inefficient - for instance, no burnas in with the boys where they'd be amazing, but we can take a whole bloody unit of the things where they are much less efficient. So I reckon that theme should be continued, and along those lines, stick that one long range super kannon in with the standard ones.
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

The boyz you call 'ard boyz from the space marine game are known as Skarr boyz, more ferious than normal boyz

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

True about the other jets and a reasonable idea about the big guns. But as far as stikkbombs go, I cannot see much use for them. With I2, I dont think frag would help much, and being able to throw one is kinda useless anyway. Krak would be mega crazy though. Dread charges in, nek minnit... 30 kraks in the face. In the last codex you were able to get stikkbombas, cant remember if they had krak though...

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

How about including a new walker or MC? ^^

This message was edited 1 time. Last update was at 2013/06/07 12:54:14


Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Scuttling Genestealer





The last thing Orks need is some new huge MC that renders all other walkers in the codex useless. If anything, give the Killa Kans and Deff Dread some much needed buffs.


Although that potato head model is pretty sweet...

This message was edited 1 time. Last update was at 2013/06/07 13:04:12


 
   
Made in za
Fixture of Dakka




Temple Prime

Squiggoths are probably a good candidate for the big Ork MC, I'd suggest being able to slap armor and cybork bits on them though. An 'ard squiggoth would be fairly amusing.

 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.



 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 Kain wrote:
Squiggoths are probably a good candidate for the big Ork MC, I'd suggest being able to slap armor and cybork bits on them though. An 'ard squiggoth would be fairly amusing.


A toughness 7 instead of Toughness 6 and 1-2 more wounds like the normal Big squiggoth, have a transport cap of 12 instead of 10 5 meganobz + a mega warboss would be neet to transport with it.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in za
Fixture of Dakka




Temple Prime

Also in need of unfething; Flash gitz, compared to Lootaz they're an absolute joke for their points cost. And as someone who can fondly remember the death machines they were in Dawn of War that's just sad.

Firstly they need a points docking, they cost way too much. The upgrades needed to make them effective in the first place are especially in need of becoming cheaper, and even when fully upgraded they're rather underwhelming, so we may need to adjust their capabilities to make them competetive.

One thing I think Flash Gitz need more of is well...dakka. They just don't throw out enough volume of shots. Not for their extreme cost anyway.

This message was edited 1 time. Last update was at 2013/06/07 17:23:09


 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.



 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Move flash gitz to ellite, add kaptin badruk as a HQ(maybe flash gitz like troops like warboss does nobz)

Special warlord trait: In the unit wich Kaptin Badruk is leading Increase their assault weapons shots by 1.

Just a tought ^^ afterall... he's known for taking more dakka with him

Flash gitz, increase their range to 30, and Bs2/3. They are known for being the most shootiest orks Even better at aiming than lootas They could have a uppgrade to get High single str shot ap(?) with Get's hot or
3 shots with str 5/6 ap d6.

As you said Kain, Reduced cost for how they are today, that'd be good and i would take em more often, just a shame to skip a battlewagon for their cause :/

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in nz
Disguised Speculo





 rahxephon wrote:
True about the other jets and a reasonable idea about the big guns. But as far as stikkbombs go, I cannot see much use for them. With I2, I dont think frag would help much, and being able to throw one is kinda useless anyway. Krak would be mega crazy though. Dread charges in, nek minnit... 30 kraks in the face. In the last codex you were able to get stikkbombas, cant remember if they had krak though...


Nah they're frag only. Every other faction gets krak grenades without a second thought, I figure the Orks are entitled to the same treatment. Why give us the worthless grenade and not the decent one?

 Kain wrote:
Also in need of unfething; Flash gitz


Definitely. But I'd like to see them buffed without resorting to BS 3 because thats just unOrky.

Another good candidate for random weapon tables tbh, and perhaps random shots like the Loota instead of assault one. Flash Gitz have a variety of random guns cobbled together from a dozen different Mekboys probably on a dozen different planets. I'd say they come with one random upgrade as standard, but you can buy more random upgrades, upgrade re-rolls, and also for a higher price specific upgrades that you want. I'd also love to see certain upgrades that you roll randomly stacking ~ if someone happens to get four shootiers and has S10 Flash Gitz thats just hilarious!

Potential ideas off the top of my head;

~Gitfinda: Flash Git weapons are twin linked
~Shootier: +1 strength
~More Dakka: +1 shots
~Blasta: As per usual, but the Gitz can choose not to fire it by passing a leadership test.
~Megablasta: Able to optionally fire a Plasma Kannon type small blast
~Kombi Weapons: Some kombi-weapon is strapped to the shoota.
~Multi-barrels: The weapon fires 1d6 shots instead of 1d3. However for every pair of ones in the squads shooting one gun has jammed and cannot fire next turn. Something like that
~Longa Barrel: Weapon range increased by 6" (base range is 24 or 36?)

I really do like the idea of Badrukk upping the dakka of his unit. Perhaps twin linked if the Gitz don't already get it as standard or as a random upgrade?

The boyz you call 'ard boyz from the space marine game are known as Skarr boyz, more ferious than normal boyz


I remember these from like 3rd edition. Orks part way between boy and Nob, they had S4 but still only W1. Wouldn't mind bringing these back tbh.

So what do you guys think of the 'ard boyz sofar? Would also like to hear from non-Ork players who may happen to be reading the thread.
   
Made in za
Fixture of Dakka




Temple Prime

Also I've thought that the Melta probably should be an ork weapon somewhere. I mean, it even has a kind of orky spelling.

Now it shouldn't be ubiqutous, but I can see some flash gitz or mekboyz carrying around some. Or maybe some tankbustaz.

It's not like Meltas are particularly complicated, they're apparently very simple to make and make reliable, given that unlike plasmaguns they don't have gets hot and don't need specialist forges to make.

While we're on Tankbustaz, Tankbustaz definitely should have Tank and Monster hunters. Because they make a living out of killing things like Leman Russ tanks and Carnifexes. Their rules ought to reflect that!

And I can see your flash gitz table working. I'd definitely pay for some if I could get those options without breaking my points bank.

One thing from dawn of war I'd like to see in the tabletop would be the Beamy deffgun. It'd be a lascannon equivalent in the same way the deffgun is an autocannon equivalent. Can go from being significantly worse to significantly better depending on how the dice gods favor you, but you can have a LOT of them.

15 Lootaz with beamy deffguns ought to get those rip tides sweating.

I'm also thinking of having a smoke bomm upgrade for boyz which creates a cover save like a defensive grenade, or maybe even screws with overwatch so that you can get in there and chop them gitz behind their walls without worrying about overwatch so much?

This message was edited 1 time. Last update was at 2013/06/07 23:41:21


 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.



 
   
Made in nz
Disguised Speculo





I'm liking the beamy deffgun thing actually. Ditto for Tankbustas targetting MC as well as tanks ~ pretty much just "big targets" in general which fits with their fluff. They certainly need something better than that garbage rokkit launcha though.

Smokebomms sounds like a Kommando upgrade to me. Imagine them infiltrating into position and tossing smoke at the right moment. The smoke clouds could give any number of bonuses... at the very least shrouded, if not flat out blocking LoS or limiting it to X" past the clouds.
   
Made in us
Flashy Flashgitz






New Jersey

1. Different Types of Boyz (Troops) - Weird Boyz, Spanna (Mek) Boyz, Pain Boyz, Kommando Boyz, Freeboota Boyz, or Burna (Belchas) Boyz, Taken in groups 10-30. Only a Boy (not a boss or Nob) can take/keep Objectives. The boyz do not have to all be of the same type (except Kommando boyz)Optional for every 10 boyz of same type, they can take 1 nob boss of same type.

2. Nobs are basically just stronger boyz with better weapons that only care about fighting not objectives. They can be Nob Bikkers, Weird Nobs, Mek Nobs, Meganobs, Mad Doks, Kommando Nobs, Flash Gitz or Burna (Belchas) Nobs. These can be an elite groups 3-15 (bikkers are 3-10) or as a boss.

3. Lootas - gain 'gets hot' and become heavy support. Get a dedicated transport (preferably the battlewagon) - Can take 1 Mek Nob as boss.

4. All Meks (Note Spanna Boys are not Meks) can take KFF instead of shoota and change their choppa for a burna, Only a Big Mek can take Shokk Attack Gun

5. Def Dreads become Elites and can be taken in units of 1-3. If the Def Dread doesn't explode a Mek can sacrifice himself to bring it back to life. Spanna Boyz 6+, Mek Nob 4+, Big Mek 2+. They can also switch out 1 ranged weapon for their own. for example a KFF. If they fail both figures are removed from the board.

6. Killa Kanz become Fast Attack 18" MV and can be taken in units of 1-6. They also can become grot transports (instead of taking a ranged attack) holding 5 grots per Kan.

7. Grotz lose the mandatory Runtheard, instead it's optional, though 19 grotz can still only take 1 boy. With a boy type in the squad, Killa Kanz can not be used as Transports. Even though Grotz are a troop choice they can no longer take or hold objectives. For every 10 grot 1 get the option of a grotzooka

8. Flash Gitz become Elites (Gitz Nobs, Freebooter Boyz) Badrukk can only be taken with Gitz Nobs.

9. When a figure with a Burna (Belcha) is killed roll d6 4+ he explodes (Blast, no deviation, ignores cover at Strength of weapon)

10. Big Meks, Warbosses, and Thraka can no longer make elite units Troops. If Gutsmek is taken all Troops must be warbikkers.

11. Non dedicated vehicle can be armed with Lifta-Droppas

12. The best for last The Shokk Attack Gun. Must purchase a large number of snotling to use this weapon. Snotlings can be used for non targeted attacks but not look out sir. 1:1 Boom (hole under mek) and 6:6 Raargh are both deviating attacks - whatever is under the template is removed from game (each use 10 snotlings). 1:2 (opponent chooses 1 figure) and 5:6 Bzzap Figure takes a str 10 attack - only invulnerable saves (each use 10 snotlings). 2:2 Oops (opponent chooses placement of the Template (no deviation). Only the figures under the template take a Strength 10 attack - no look out sir (uses 10 snotlings). 5:5 this is a non deviating Str 10 attack - no look out sir (uses 10 snotlings). 2:3 Sploosh snotlings become a spray of blood and bones, do no damage affected unit(s) (including vehicles can take NO action for 1 turn (uses 5 snotlings). 3:3 Zoink Big Mek and unit (no snotlings) are transported into base-to-base contact with the unit under the hole of the template (no deviation, no furious charge, uses 6 snotlings) 4:4 brings the target unit into base-to-base contact with the Big Mek - move snotlings if needed (uses 8 snotlings). All other attack use the same number of snotlings as str. If there aren't enough snotlings for the attack the str is the number of remaining snotlings with a deviation roll. Boom and Raargh do not open a portal instead resolves as a normal attack. 3:3 and 4:4 still transport but not in Base-to-Base. for example if 2 snotlings were needed, the moving unit is 2" away from target.

I would love to get some feedback and read more suggestions - thank you

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in nz
Disguised Speculo





I like most of those ideas, except for

~Killa Kans moving 18" (wut?)

~Gretchin cannot hold objectives (kinda what they're for, doing all the boring jobs so da boyz can go fight)

~Snotling Big Mek thing seems overly complicated. I'd just make it that if the Big Mek fires the SAG within 6" of Gretchin or Snotlings (if it was an actual unit) you can sacrifice a number of models to alter the effect of the gun somehow
   
Made in us
Flashy Flashgitz






New Jersey

yeah 18" is way off for Killa Kanz but with a Jump Pack option how about 12" instead?

The Gretchin I've given a lot of thought to. But the only reason they do those boring jobs is because the boys are making them, Basically they do as little as possible so they wont get killed. Also they tend to not go above the call of duty, that might get them notice which will probably also get them killed. So yes the Gretchins would take an objective only if an Ork Boy is watching them. So basically the Boy would need to be there to take the objective. The change of a RuntHerder to a choice of types of boys fixes that problem and it sets up that if he dies the objective is no longer taken.

Ah the Shokk Attack Gun. A wonderful gun that originally you had to roll to see what table you were rolling on. then you rolled to see how much damage you caused. Then you had to roll again to see if there were side effects, if there were side effects you had to roll to see what they were. One attack 15 minutes and boy was it always insane to use. With the latest codex they got rid of all that. gone are the days of Machine Gun shooting snotlings, opening portals to lets the deamons in, or having a random unit spend time to pull rabid snotlings out of their armor. Now we got a 3% chance (or once every 50 games) something incredible will happen. Otherwise, it's just a waste of 60 points, where for 10 more points you get a Big Mek with a KFF and a Burna - that you put with a Meganob Unit and a Battlewagon Def rolla and race it across the board. (and there's nothing wrong with that)

Call me an old fart, but I really miss the versatility and randomness with the ork. I miss not really knowing what's going to happen. They really have become way too organized and if you don't take Lootas, you really don't stand a chance. With that said you are right, it's way to complicated, but it needs to be fixed so that people will start taking it again.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in nz
Disguised Speculo





LOL, jump-packing grot carrying Killa Kans sounds more silly than useful. I love it! Naturally they'll take dangerous terrain when they land and if they crash when assaulting they just mince up whatever they hit!

As for Grots, Orks won't do any of that stuff either if they don't have to. I think the way the current dex represents Gretchin cowardice and laziness (terrible Ld) is fine.

I'd be very happy to see more SAG shenanigans. Could just make it complicated for the sake of pointless Orky complexity. Roll on a table that directs you to other tables which in turn can direct you back to the first table... way I see it, 6th edition is the edition of random charts, and nobody does random charts like da boyz.

Edit: I looked back over your ideas man, and I gotta say I really like 1 & 2 in particular. Currently our boyz do all the fighting and the Nobs kinda do nothing by comparison. Rather than just a specialized unit I'd rather see Nobs more widespread and taking on many of the close combat roles. I'd also probably just make "Kommando" an upgrade available on top of being whatever type of boy or nob, one that grants stealth and move through cover or something, rather than forcing a unit to be 100% "kommando" and 0% doks, meks, etc.

This message was edited 2 times. Last update was at 2013/06/09 06:13:55


 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Lootas with gets hot... srsly will just kill them, i can vouch for a ...malfuction that this loota guy wont get to shot this turn cuz his dakka jammed... but gets hot will outright kill them all :/

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I might as well throw in my two cents. My ideas might be a little bland, but all be happy if anyone is willing to slog through them and critique.

Special rules:

Waaagh! (I've been kicking around ideas on how the Waaagh! might work, but I think the idea I like the most is a variance on the 3rd edition rules)

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

Choppas
If an Ork unit successfully charges a unit, any melee weapon with the Choppa special rule in the unit reduced their AP by 1

Choppa S:user Ap: 6, Choppas
Big Choppa S:+2 Ap: 5, Choppas
(And any other melee weapon that might fit. For the sake of avoiding an argument, any kind of "mashas" or blunt weapons on a model still counts as a choppa so long as it's the same rules and size as it's bladed counter part)

Mob Rule (same as before. Can't hurt perfection )

"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)

HQ
Warboss (I love the warboss, and for the most part he doesn't need a change, so the ideas are more optional upgrades than flat buffs)

Stats: Same as before
New rule: Calling the Waaagh!: Once per game, a warboss may call the Waaagh!, sending the boys into a frenzy. All Waaagh! test automatically pass that turn. Multiple warbosses can call the Waaagh! on different turns.

Warboss upgrades (You may only pick one. You buy them during list making so no picking them before a match)
Dead 'ard: The wasboss has +1 toughness. When a unit successfully Waaagh!s, they gain +1 toughness for that combat round
Poison drinka: The warboss and the unit he is attached to is immune to the Posion special rule (any poison weapon that does not have a Str characteristic counts as str 3. When a unit successfully Waaagh!s, they are immune to the Poison special rule. for that combat round
Loota: Designate a Vehicle at the beginning of the match. If that vehicle is immobilized, wrecked, or explodes, place a marker next to that vehicle. This marker counts as a separate objective for the Ork army, and may be captured by any troops, Lootas squads, or the warboss with this rule
Flash Boss: The warboss's weapons and the unit he is attached to have their AP reduced by 1. When a unit successfully Waaagh!s, their melee weapons have their Ap reduced by 1 for that combat round (this stacks with the Choppas rule)
Speed King: the warboss and the unit he's attached to and any vehicle he is embarked on have skillful rider. All vehicles in the army may add +1 inch to their move in their movement phase but do not incur penalties for this extra inch. This stacks with Red Paint Job.
Sneaky: During deployment, d3 ork units in the Warboss' detachment may move 6 inches immediately after all units have been placed (including infiltrating units). When a unit successfully Waaagh!s, they count as having assault grenades

New equipment:
Boss pole: Any unit with a boss pole counts as having an additional model for Waaagh! tests. Boss poles stack
Gruesome trophy: The warboss and the unit he's attached to count as having assault and defensive grenades
Warbosses may also buy most item from the armory

Big Mek:

Stats: same
Mek tools are the same, SAG and KFF are the same

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

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
Gear Stoppa:
Range: 30" S:5 Ap:- Power Drain*
*Any vehicle hit by the Gear Stoppa must remain stationary for the following turn.
Mek boys also keep their old equipment options

Weirdboy: moved to elite. He'll get a spot when I move on to elites.

I'll finish this up in another post

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in nz
Disguised Speculo





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

This message was edited 3 times. Last update was at 2013/06/09 13:05:56


 
   
Made in gb
Longtime Dakkanaut







I think 'ard boy'z should be a flat cost, to upgrade a unit, say, 30 points to make any infantry style unit 'ard. That means it's better for huge boytz mobs, but not as good for the things like burnas, lootas, and such. I'd also like it if say, it was 60 points to upgrade to 'ard boyz, but 30 if you have a big mek, due to the spare parts he would have to kit them all out
   
Made in nz
Disguised Speculo





So much Mek love ITT.

I'll add my 2c; under the previously mentioned overclokk rule, a Mek can also choose to improve the speed of a vehicle at the risk of it becoming immobilized.

Turbo-boosted deff dreads charging down the field? Yes please
   
Made in us
Flashy Flashgitz






New Jersey

 Dakkamite wrote:
LOL, jump-packing grot carrying Killa Kans sounds more silly than useful. I love it! Naturally they'll take dangerous terrain when they land and if they crash when assaulting they just mince up whatever they hit!


Silly over useful, I think is the gretchin mantra. Basically the sillier they are the more I want to field them.

 Dakkamite wrote:

As for Grots, Orks won't do any of that stuff either if they don't have to. I think the way the current dex represents Gretchin cowardice and laziness (terrible Ld) is fine.


I believe Ork Boys will do anything they believe will elevate them. If the Gretchins have an ork boy in their unit, they can take objectives. Just like with Nobs, if there is still 1 ork boy alive, they can still take objectives.

 Dakkamite wrote:

I'd be very happy to see more SAG shenanigans. Could just make it complicated for the sake of pointless Orky complexity. Roll on a table that directs you to other tables which in turn can direct you back to the first table... way I see it, 6th edition is the edition of random charts, and nobody does random charts like da boyz.


I'm going to have to dig up my old "'ere we go" codex but as I remembered it (and my memory of games I played 25 years ago could be fuzzy - we also had house rules mixed in there) there were 6 charts for effects. each of them had 11 possible outcomes. If you succeed in rolling an attack you then had to roll for strength 2d6 -1 (Str 11 was instant death no save). To finish it all off you then rolled on the Malfunction chart which could possibly have you rolling again on the 6 charts (with 11 outcomes) and a roll for damage against you. Like I said before insane but always worth it to field at least one. I don't remember deviation rolls or that it effected more than one unit. But I remember the Mek with a SAG was a solo unit. And you thought my chart was complicated.

 Dakkamite wrote:

Edit: I looked back over your ideas man, and I gotta say I really like 1 & 2 in particular. Currently our boyz do all the fighting and the Nobs kinda do nothing by comparison. Rather than just a specialized unit I'd rather see Nobs more widespread and taking on many of the close combat roles. I'd also probably just make "Kommando" an upgrade available on top of being whatever type of boy or nob, one that grants stealth and move through cover or something, rather than forcing a unit to be 100% "kommando" and 0% doks, meks, etc.


We must be on the same wave length, exactly what I thought for Kommandos, Storm Boys would be the same, rockitt packs must be purchaced by entire squad. Warbikkers will remain Fast Attack, you can choose your nob (which could be a Mad Dok). Only with Gutsmek do warbikkers become troops and can take objectives. IA8 has Zhadsnark again for him all Troops must be warbikkers.

Thank you

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in za
Fixture of Dakka




Temple Prime

Playing space marine really makes me wish stormboyz and other jump infantry could assault fliers. Because hot damn was the valkyrie ride sequence awesome.

I kind of wish they repeated it later with some Chaos raptors to shoot down though.

 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.



 
   
Made in au
Fresh-Faced New User




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".
Other rules i would like to see are

All Orks get the USR FNP and a Mad Dok (painboy) let you re-roll the USR FNP
Nobs and Mega Nobs each modle get a grot upgrade that give them the USR look out sir rule on 4+ (the Nob uses the grot as a human shield) the grot always dies they don't have to roll to wound

A New USR "Orks Don't Aim At Their Target They Point And Shoot" ( Orks always use there BS 2 for Snap Fire ) e.g. Lootas can move and shoot, Ork can Shoot at flyers on BS 2
Grot Blastas are lasguns

Also Kult rules

Deathskulls all Orks get a 6++ and Lootas are Troops

Goffs all Orkz Boyz can be 'Ard boyz and 1 unit is upgraded for free

Evil Sunz any unit can have a Trukk as a dedicated Transport
all Trukk must have red paint job

Bad Moonz have Flash Gitz as Troops and All Flash Gitz are upgraded with More Dakka, Shootier and Blastas for free

Snakebites all Weird Boyz are upgraded to warpheads for free and can be taken as HS and FA and well as HQ. All Vehicle upgrades cost double including weapons

Blood Axes have Kommandos as Troops all Boyz are LD9 and Warbosses and Nobs are LD 10

Freebootaz can make a single unit Troops from anywere in the codex (e.g. Warboss or Killa Kans

This message was edited 1 time. Last update was at 2013/06/09 18:31:54


 
   
 
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