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Made in gb
Nasty Nob






Update, 10th November 2013. Version 12.

This re-write now has a complete rules section and army list, ready for playtesting. There are so many changes from the current codex that it's easier to point out what hasn't changed at this point:

Basic Ork profile stays the same (keeps Furious Charge but not Mob Rule).
Shootas, sluggas, big shootas, dakkaguns, skorchas, power claws and rokkit launchas are unchanged.
Buggies, Deffdreads and Killa Kans all remain pretty similar.

I think everything else has been modified significantly, while still hopefully keeping the character of the old ork army list and playing in a roughly similar manner.
 Filename Ork Codex 12.pdf [Disk] Download
 Description
 File size 287 Kbytes

This message was edited 5 times. Last update was at 2013/11/11 01:48:35


   
Made in nz
Disguised Speculo





A bit disappointed that this didn't get any replies while I was gone!

I went over it and its pretty damn good man. I took a bunch of notes so have a gander at what I thought of your efforts. Think it goes from back of the book to the front;

Stikkbomms
-Stikkbomm table is fantastic, in particular the Hammer of Wrath effect. Perhaps Dud as 2-3 result on table, its good enough that it should appear more often
-Supa stikkbombs should inc. regular stikkbomms in their effect. As its worded now they don't which is very awkward.
-Is concussive actually useful at all for stikkbomms? Consider Strikedown instead.

Tankbustas
-New tankhammer is excellent
-Tankbusta bomms should be "multiple wounds (1d3)" so that they are useful vs monsters as well as vehicles

Choppa Boyz
+1 S for choppa is great. Perfect resolution for the "how to improve slugga boyz" question IMO
-Choppa Boyz is a better name for Slugga Boyz
-Maybe give Big Choppas as a weapon upgrade for boyz mobs. Replacing or supplementing Burnas, Rokkits etc.

Guns
-kustom dakka table is great but cuts off at 5
-Sparky Parts is a great rule but should probably add "Gets Hot" to account for Orky unreliability. I also love that the Grot Prod has this rule
-SAG should probably have a shenanigans table for if doubles are rolled on sparky parts
-Wing wakka is great. Both interestingly done and very needed for the army
-loved the old grotzooka but new one makes more sense. perhaps should gets hot to represent how unreliable it is

Ork Upgrades
-Brutal discipline is fantastic
-battle scars is excellent, though a bit too cheap IMO
-new bosspole is very nice
-new attack squig is better, concussive is excellent idea here.
-not sure about new cybork. extra wound is good but 5+ is pretty meh. However the main reason to get cybork is to prevent instant death. Perhaps incorporate eternal warrior or a bonus to toughness (T5 much harder to ID than T4, T6 almost impossible). Perhaps make slow and purposeful to balance it. Otherwise, take a look at the Cybork Slashas in Imperial Armour 8 (can give you details if you need them)
-Mek repair table is awesome, but perhaps should be a bit more effective to balance out the 1 result. "1" could destroy a weapon, immobilize, roll damage with a -1 to prevent explosion etc... but then again maybe it should blown them up
-Burna Boyz as troops with a Mek is great

Warbikers
-The Warbike nerf makes sense but they really, really don't need one. They're overcosted as it is.
-Without their cover save, Warbikers will never be used again.

WAAAAG
Great rule, except for two things;
-Sneaky Gits seems a bit underwhelming, and the WAAGH point generation for it doesn't make sense to me
-The wording is confusing. Can you not use any WAAAGH points in the turn you generate one, or simply that one point you generated? If the former, it makes no sense - for instance can never use a WAAAGH power on the charge which is exactly when a WAAAGH should happen


Great job overall man. Particularly like that you've added fluff - its good stuff and most custom codexes are just rules and nothing else!

This message was edited 1 time. Last update was at 2013/09/28 05:06:39


 
   
Made in gb
Nasty Nob






Thanks or the feedback. I really appreciate the detailed response.

 Dakkamite wrote:
Stikkbomms
...
-Supa stikkbombs should inc. regular stikkbomms in their effect. As its worded now they don't which is very awkward.
-Is concussive actually useful at all for stikkbomms? Consider Strikedown instead.

Supa-stikkbombs don't include the regular stikkbomb effect specifically to avoid people buying stikkbombs for a character and whole units getting the benefits. I guess it might be better to re-write the stikkbomb rule so that it said something like 'any attacks directed at a model armed with stikkbombs from the charging unit are resolved at initiative step 1'.
Concussive is mostly there for 'flavour'; I felt that if the assault effect could reduce you to I 1, then the shooting effect should be able to as well. It does have some use, especially if the rest of the unit roll duds.

-Tankbusta bomms should be "multiple wounds (1d3)" so that they are useful vs monsters as well as vehicles

I'm happy enough for tankbusta bombs to be significantly better against vehicles than other targets. If a battlecannon or a demolition charge only does one wound, I see no reason for a TBB to do any better. They are likely to be used in large numbers anyway.

Guns
-kustom dakka table is great but cuts off at 5
-Sparky Parts is a great rule but should probably add "Gets Hot" to account for Orky unreliability. I also love that the Grot Prod has this rule
-SAG should probably have a shenanigans table for if doubles are rolled on sparky parts
-Wing wakka is great. Both interestingly done and very needed for the army
-loved the old grotzooka but new one makes more sense. perhaps should gets hot to represent how unreliable it is

Kustom dakka table has a formatting error. Should be simple to fix it. Last result basically just says 'roll twice every turn, ignore sixes and duplicates'

Get's Hot is a very orky rule, but literally makes the blasta more dangerous to the mek than most targets he shoots it at. I feel that random S and AP should cover the random elements well enough. Might add something that kills the crew if a zzapp gun rolls doubles and absolutely will add a table for weirdness when the SAG rolls doubles.

GH on the Grotzooka seems viable. There's a lot to go wrong when you cram random junk into a gun and the Killa Kans are tough enough to take the hit.

-battle scars is excellent, though a bit too cheap IMO
-not sure about new cybork. extra wound is good but 5+ is pretty meh. However the main reason to get cybork is to prevent instant death. Perhaps incorporate eternal warrior or a bonus to toughness (T5 much harder to ID than T4, T6 almost impossible). Perhaps make slow and purposeful to balance it. Otherwise, take a look at the Cybork Slashas in Imperial Armour 8 (can give you details if you need them)

Points costs are very much still up for debate. Will reconsider battle scars.

+1 T instead of +1 wound for cybork body makes just as much sense and probably works just as well.

-The Warbike nerf makes sense but they really, really don't need one. They're overcosted as it is.
-Without their cover save, Warbikers will never be used again.

What if they were made really cheap? 15 points each?
Note that shrouded + jink is better than the old cover save... maybe needs to be be easier for them to get their waaagh effect?

WAAAAG
Great rule, except for two things;
-Sneaky Gits seems a bit underwhelming, and the WAAGH point generation for it doesn't make sense to me
-The wording is confusing. Can you not use any WAAAGH points in the turn you generate one, or simply that one point you generated? If the former, it makes no sense - for instance can never use a WAAAGH power on the charge which is exactly when a WAAAGH should happen

Sneaky Gits was rather written for lootas... I think it doesn't work all that well for other units. A rewrite might be in order.
The idea of the waaagh restriction was that there needed to be a choice between spending a waaagh point and earning one. Maybe needs a little rethink.

   
Made in gb
Rough Rider with Boomstick





England

That's a great rule set I have to say. Dakkamite pretty much covered everything.

One thing though... Would a pain boy be a viable Elites (like a sanguinary priest) or HQ choice? I know FW has one in IA8 or something but perhaps it would work?

The other thing, thinking about it, was that you can't make a true "dakka boss". I know it's more the big meks field to bring out big guns but things like deffguns could work for 20pts or so

I assume everything not featured in your codex is staying as is? Cos there's no grots, flyers, tanks or anything, and IMO flyers NEED some work

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in gb
Nasty Nob






 Mitranekh the Omniscient wrote:

I assume everything not featured in your codex is staying as is? Cos there's no grots, flyers, tanks or anything, and IMO flyers NEED some work

Oh, no. It's just not finished yet.

Dakkagunz are an option for warbosses in my list, but I'm going to give a few options for really shooty bosses with the unique wargear choices.

Painboss might be viable. Could possibly make skarboyz troops...

   
Made in gb
Rough Rider with Boomstick





England

Skarboyz? You're referring to the ones with shields from the Space Marine game I assume. I'd run this;
Skarboy
WS4 BS2 S4 T4 W1 I3 A3 Ld8 Sv3+(?)
Wargear
Eavy armour, choppa, bullet blocka shield (+1 sv)

Rules
Waaagh (the choppy one)
Hammer of Wrath

Unit size 3-10, cost about 20 each.
They are a bit like combat MEQs, somewhere between boy and nob. Hence the S4 and extra attacks, but only 1 wound.

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in gb
Nasty Nob






 Mitranekh the Omniscient wrote:
Skarboyz? You're referring to the ones with shields from the Space Marine game I assume.

I think the ones with shields are 'ard boyz. Skar boyz are orks who have got lots of scars after getting patched up by the painboys several times. They tend to be more experienced and tougher than normal boyz and have better odds of having bionik bits.

   
Made in gb
Rough Rider with Boomstick





England

Ok that works too. But I thought the ard boyz were the ones with 2 choppas that got mad if you hit them. But, I digress. Perhaps make the shield (which needs a new name) an upgrade/weapon choice for bosses and nobz instead?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in gb
Nasty Nob






Next Version is here...

Changes:
Changed the rules for Waaagh! (Sneaky Gits) and added Waaagh! (Skrap Grabbas).
Made Battle Skars slightly better when taken without a Painboy, increased cost.
Simplified Cybork Body.
Increased Warbike save back up to 4+.
Added extra rules for combining 'Eavy Armour with Mega Armour or Warbike.
Combined 'Brutal Disciplin' and 'Da Big Boss' into a single new rule, called 'Orkforitee'.
Added possibility of Gets Hot for all weapons with Sparky Partz.
Removed Supa Stikkbombs, streamlines Stikkbomb rules a little.
Fixed formatting on Kustom Dakka Table.
Removed Grot Blastas, replaced with options from the main rulebook.
Added option for a couple of Imperial weapons to Lootas.
Added rules for Burnas, Grabba Stikks, Squighounds, Squig Whips and Gitfindas.
Tweaked Big Choppas and Wreckas.
Added Skarboyz, Nobz, Gretchin and Lootas to the army list.
New naming convention to distinguish unit leaders from nobz taken in units - a nob leading a unit is now a 'boss' rather than a 'nob'.
Changed Bosspole so that it only gives it's benefit half the time. Reduced cost.
 Filename Ork Codex 02.pdf [Disk] Download
 Description
 File size 221 Kbytes

This message was edited 2 times. Last update was at 2013/09/30 14:06:37


   
Made in gb
Rough Rider with Boomstick





England

Couple of things.

1) why give lootas imperial weapons? Iirc they used to but it seems a bit weird to me.

2) what's a bonekruncha battlewagon?

3) stikkbombs wouldn't need concussive I think, didn't dakka mite suggest strikedown?

4) grots... They are meant to stink at everything, giving them in essence lasguns seems a little much?


Automatically Appended Next Post:
Otherwise, really good

This message was edited 1 time. Last update was at 2013/09/30 15:57:27


"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in gb
Nasty Nob






Lootas with Imperial weapons lets players who still have converted models from 4th edition use them.

Likewise, Grots with Autoguns lets you use the 2nd edition plastic grots if you like.

Stikkbombs can probably lose concussive. I think Strikedown would be a bit too powerful and complex though.

A Bonekruncha Battlewagon is a Battlewagon which can be taken as a Dedicated Transport, as opposed to the the Gutrippa Battlewagon, which is a Heavy Support option. They will have slightly different options.

   
Made in gb
Rough Rider with Boomstick





England

I've got the 2E grots I think. I see no problem with using them as blastas.
Should point out you're relying on the people who do conversions as a basis for that, I'm an avid kit basher but I don't see it I'm afraid.

Take your point on stikkbombs, counting them as frag grenades is probably enough.

Could you post some rules up for the respective wagons?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in nz
Disguised Speculo





Comments. Some might be repeats of stuff I've suggested earlier, so apologies in advance if that happens.


-Would recommend "WAAAGH points generated are available for use in the following turn" as opposed to "cannot generate and use one in same turn"
-Psycho Smashas: charge after run, no disordered charge, and fleet are individually all very good, but together it seems a bit too powerful. Maybe allow you to take any one of these, and perhaps spend additional WAAAGH to take multiple choices
-Dakka Maniaks: Someone (you I assume) suggested "generate a WAAAGH point when enemy forced to take morale check from shooting" which I think would be better than "destroy a unit"
-Scrap Grabbas: Like it
-Sneaky Gits: Love the idea for the WAAAGH point gen, it might be abusable for easy waaagh points though. Maybe G2G in terrain outside of deployment / in enemy deployment or within X" of enemy etc. WAAAGH power is still underwhelming. Here is a suggested replacement (adapted from the rumoured new Lictor rules), feel free to adopt it or parts of it or none of it as you like;


A unit with WAAAGH (Sneaky Gits) may spend a WAAAGH point to gain Move Through Cover and Stealth until the start of their next turn. While under the effect of this ability, if this unit assaults an enemy *through* a piece of unoccupied terrain they gain Rending, Hammer of Wrath, and a 4+ cover save against overwatch fire (etc ambush related bonuses), as well as ignoring disorganized charge (if MtC doesn't do this already) (enemy may have to take INT test) (may apply night fight rules when shooting at this unit)

In addition, when this unit arrives from reserves a WAAAGH point may be spent to gain the "Surprise!" special rule. All shooting against this unit in the following turn becomes snap shots.


-Orkforitee: Changes get my thumbs up
-Cuttin Torch: Armourbane is great. Old Burna Boyz essentially had this I believe.
-Big Choppa: Not sure if Rending is warrented
-Mega + eavy: Not sure what I think of this
-cybork: It mentions downsides?
-KFF: 5+ only on the unit with the KFF is one thing, but keeping the same price and avail only on Big Mek makes it rubbish. Maybe give mobs option for a mek carrying a one unit KFF
-Skarboyz: is the fluff right on this? I remember in 3rd they were halfway between boyz and nobz, essentially Nobs without the bonus wound. Here their gimmick is a Painboy and FNP... while thats not a bad idea at all I'm not sure if thats what Skarboyz are suppost to be
-Gretchin: Personally don't agree with Grot weapons, as per what previous poster mentioned

This message was edited 1 time. Last update was at 2013/10/01 01:05:55


 
   
Made in gb
Nasty Nob






Sorry it's taken a while to get anything new done on this. I've been busy.

This update adds a few vehicles and vehicle upgrades, plus Madboys (still need to work out Weirdboy psychic powers).
 Filename Ork Codex 03.pdf [Disk] Download
 Description
 File size 255 Kbytes


   
Made in gb
Rough Rider with Boomstick





England

Decent actually, obviously put in a lot of work.

Still got the grot weapons issue.
The question "why would you take anything but 2 big meks as HQ" because of troop lootas comes to mind
The madboyz need some crazy rules, not just a big axe. The powers for weirdboys is tricky, they almost need a discipline of their own doing.

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in nz
Disguised Speculo





Really preferred the Burnas as Troops for the Big Mek.

Agree with putting the Madboys and Weirdboys together. In my campaign I've done a similar thing with Madboys being like a retinue of 'failed' weirdboys (they went crazy from the warp) for a Weirdboy.

Agree very strongly with Weirdboys as an Elites choice as part of a Madboys unit.

On the fence about Big Choppas. It is a solid way to differentiate the unit from boys - same price, better CC, but madboy table shenanigans. But could this be represented better with special rules such as Hatred? (gained with an appropriate madboy roll of course)

Eavy armour for 2 points is questionable. I was thinking about this the other day - two points is either ok or underpriced, 3 points is ok or overpriced. I think with 3 points they'd have their special uses (trukk boys etc), but with 2 points you'd be likely to see them all over the place.

Unless I'm missing something, Gutrippa Battlewagon seems kinda crap for its cost. Especially compared with the 'bonekrusha' battlewagon
   
Made in gb
Nasty Nob






I'm concerned that the Waaagh! rules are getting too complicated for very little game effect. Might drop them altogether and make similar effects HQ powers or something. Or just drop the Waaagh! points mechanic and let the entire army use it's Waaagh! abilities once per game...

I could go back to BMs giving Burnas as troops, but if Lootas as troops is a no-braner, that probably means that Lootas need nerfing a bit. They are pretty good.

Problem is that the obvious fix would be to increase their points cost, which would mean that mekboys need a small buff (although mekboys are now pretty decent, I think, so maybe they could be a zero point upgrade for Lootas, but cost a couple of points for Burna boys).

   
Made in se
Nasty Nob





'Ere an dere

I must say, you are definitely making me feel like I want to start with Orks once more (really love the Sparky Partz SR, and how you made it in v.3 is particularly good)...

Something which I would like to see, is some sort of Giga-Shoota or Supa-Gatla, and also, a reference to the various clans.

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


My Eldar Blog

THE DARK CITY, A Dark Eldar Dedicated Forum! 
   
Made in gb
Rough Rider with Boomstick





England

I think you've already nerfed the lootas thanks to reducing them to supa shootas.

Maybe a points increase, but I think burna troops make the flamer boys even more usable, after all they're still vulnerable.

3pt eavy armour is better I agree

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Battleship Captain






Read over the codex. It is great, the waghh tokens are a great idea. I love the troop choices as well, I also love that manz have 3 str 5 twin linked shots.

I really like the flash gits (I dont know if they can get evay armor, but I am assuming they can)

I also like how evay armor makes manz even tougher and bigger.


I only have two gripes, the attack squigg having a different profile, Almost no one is going to remember this easily, I feel a smoother option is just to give the user +1 attack to the profile and the concussive rule. (For 15-20pts) that seems like a fair buy, and easy to remember.

Also can the mega armored warboss make a mega armored nob squad a troop choice? (I noticed that was missing)

The big mek if he were to take mega armor can he have a special rule where "one mega armored nobz unit in your army gets to roll on the kustom dakka special rule"

Stick bombs are awesome, double edge sword, love the new heavy weapons. The new burna boy is also good, and the tank busta. Everything here is really good.

I will definitely play test this if you like.

EDIT: I also wanted to bring this up

Lootas - like that they have different weapons. The whole multi melta and Lascannon thing is not needed/would never be used IMO.
I think their points should be 10pts each. I like the armor option nice touch.

Guttrippa battlewagons - clearly this is the dakka wagon, and I just wanted to see what you would think if it went up a notch.
Quite literally double all secondary and third options.
That way this tank could have 3 kannons (1 primary included, 2 upgrades)
and 8 big shootas or 8 rokkit launchas!


Also can there be a way to buy bs 3 for the tank? Like Grot Crew for x points on the upgrades?




Excellent work!

This message was edited 3 times. Last update was at 2013/10/07 16:10:47


 
   
Made in nz
Disguised Speculo





Guttrippa battlewagons - clearly this is the dakka wagon, and I just wanted to see what you would think if it went up a notch.


+1

Its guns as is are a bit underwhelming, and with transport capacity 12 I reckon you'll find it outgunned by the transport wagon more often than not.

   
Made in gb
Rough Rider with Boomstick





England

To sum up; broke.

10pt lootas? Noooo friggin way at that price it's just silly, at 15pts with the deffguns they're broken.

I don't think squigs having concussive is a good idea, there only diddly.

3 big gunz on one tank? And then 6 big shootas/rokkits? That's up to 9 krak missiles a turn. Broken, on an epic scale.

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Battleship Captain






 Mitranekh the Omniscient wrote:
To sum up; broke.

10pt lootas? Noooo friggin way at that price it's just silly, at 15pts with the deffguns they're broken.

I don't think squigs having concussive is a good idea, there only diddly.

3 big gunz on one tank? And then 6 big shootas/rokkits? That's up to 9 krak missiles a turn. Broken, on an epic scale.


If you read the codex lootas do not have deffgunz. They have supa shootas. Weaker gun exact same unit. A concussive squid isnt all that great.There are many flavors of squig easy to justify a metal or ard squig to be concusive. A 9 heavy weapon battle wagon with meh guns is ok and expesnive no where near as broken as many other tanks.9 krack missles at bs 2 op. Really?

How many points would that squishy battle be?(220pts about) What happens of it moves? Bs 1? Your idea of cheese was right at your first arguement, but incorrect for this setting.

Please offer constructive comments to the op. He has a clear worth while work here.
   
Made in gb
Rough Rider with Boomstick





England

I know he does. I got here first, I've already said my piece on his current version.

My loota point is that in the CURRENT (the Phil Kelly version) they have deffguns and are 15pts, and are considered one of the best unit in the book. With supashootas, they lose 1 str but always have 3 shots. The points should stay the same IMO.

9 krak missiles at bs2 is 3 hits bear in mind, on a front AV14 tank too (not squishy at all) And with that many guns it should never ever move anyway

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in nz
Disguised Speculo





Thats 3 hits at range 24" mind you.

Thats not very far. If other armies get S10 AP1 120" range pie plates I don't see why Orks can't get 3x S8 AP3 at range 24"

Now I'm starting to feel the lack of clans. I recently expanded from Orks to Chaos and Daemons, and the fluffiness of their respective codexes... man, the Ork dex is both underpowered and just plain dull to use. Clans would be a good first step in righting that IMO
   
Made in gb
Rough Rider with Boomstick





England

Actually the 24" thing is true, forgot that I haven't played orks in a while. Still think 3 kannons (48" range) and 8 rokkits (or possibly 3 lobbas and 8 big shootas) is a tad OTT even for orks.

Not sure how clan traits would work. I mean sunz could work like scars, snakebites could have something like FNP 6+ Against poisoned. Bad moons and goffs I'm unsure. Deathskulls just steal things.... Blood axes are sneakier but idk how that would translate to rules

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in nz
Disguised Speculo





We currently get 15 flame templates, and routinely drop 45 autocannon shots per turn at 48" (or up to 135 for three units of Lootas). The Ork 'thing' is to spam a bucketload of attacks, *especially* at close range.

To balance it out, perhaps form it into a sort of broadside? All the guns have side facing arcs, though the unit can now target one enemy on each side.

A 6+ FNP vs poison is worse than useless. I'd be insulted to get something like that. A real simple set of ideas for bonuses that come to mind;

Evil Sunz: Snap fire after turbo boosting, can move faster, better jink saves, tank shock
Bad Moons: +1 to armour saves or re-rolled failed armour saves (hard to make it relevant for both boyz and MANz at the same time), alternatively 'speshul ammo' allowing shooting at +1 S but Gets Hot
Snakebites: Access to Move through cover, outflanking, infiltrate, scout... something like that, poisoned attacks, resistance or immunity to poison, monster hunters special rule
Goffs: FNP 6+, or 5+ if the army got FNP as standard, maybe a bonus in challenges or if their leader wins a challenge
Deathskulls: Lucky war paint gives them a 6++, all other units (even other Deathskulls) have one eye open when near to Deathskulls. Mob special weapons more common.
Blood Axes: Stealth in terrain, non-Blood Axe clans have one eye open rule against Blood Axe units. Potentially special weapons can be imperial stuff rather than big shoota, etc

The bonuses can be more impressive if they are more akin to Marks of Chaos than Space Marine Chapter Tactics, which I'd recommend as Ork armies are just as likely to be a hodgepodge of clans as they are a single one.

This message was edited 4 times. Last update was at 2013/10/08 07:58:27


 
   
Made in gb
Rough Rider with Boomstick





England

Yeah that works better, like marks. Though some units would need them by default (bikers are almost always sunz, lootas often deathskulls, kommandos blood axes). Just wondering if giving them characters is smart though, ghazzy with a 2+, a 5++ and FNP is scary. Snakebite one sounds more like blood axes, aren't they better known for the squig and grot breeding?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

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Made in gb
Nasty Nob






A lot of people seem to have missed that I re-wrote supa-shootas to be Heavy 2. I should probably re-name them 'eavy shootas or something.

However, I think that Lootas are as good as ever, since the roll on the Kustom Dakka table is worth at least +1 S.

I'm not sure why the Grot weapons options seem to be so unpopular. Is it just the Autoguns that people feel are overpowered, or do you think that Stub Guns and Shotguns are problematic too?

Incidentally, did anyone notice or care that I increased Grot Initiative to 3?

(Here's an odd little detail I noticed from the main rulebook: on page 14, the example for multiple toughness values has the grots as T 3...)

I'm still pondering how to handle clans. At the moment, I think I'd rather concentrate on getting a good generic list written and then add options. The five varieties of Waaagh I wrote do seem to line up rather well with five of the six clans, so maybe there is some potential there. If I do remove the complex Waaagh rules, they might return as clan abilities.

I was considering a random bionik upgrade table to replace Cybork bodies (something like +1 W, +1 T or +1 S depending on the result of a D6 roll), but I was a little concerned that I might be including too many random tables, which would be a pain to check mid-battle.

Even just keeping track of everyone's Kustom Dakka seems a bit awkward. Maybe it would be better if it had the same effect on every unit that had it, like DE combat drugs?

Flash Gits can indeed buy 'eavy armour, via the Special Equipment list (same way that Nobs of all varieties get it). I may need to let painboys have access to that list as well, so that they can get battle skars, cybork bodies, etc.

If lootas with multi-meltas and lascannons aren't popular, how about giving them the option to take an orky energy weapon, like a Zzapp gun or something?

Does anyone have any opinions on whether Bomb Squigs, Ammo Runts and the like should stay as decorative tokens or go back to being models with their own profiles?

   
Made in us
Battleship Captain






As cool as it would be for them to have their own profile, i suggest keeping them decorative, Orks have enough bodies going on in general.

Well with lootas having a heavy 2 ap 4 shot that can be buffed is more or less ~ to a d3 auto cannon.

I am not to interested in the grots myself.

I also concur with the clan rules, as they should be left out until you have a main book. Maybe you can do a chapter tactics equivalent, and just give the klan 2 universal rules for the game and have effect unit choices. As a simple solution, and still allow clans to have flexible waghh rules to give a mixed clan feeling.

Speed Freaks:
Hit and Run
Skilled riders (they ignored dangerious or whatever)

Goffs:
Skilled Veterans - All models are fearless (all the time)
Always Challenge - Reroll hits, and rending in a challenge

Deff Skulls:
Looters - after a challenge, or a squad wipe pick 1 weapon the enemy was holding and loot it. You get it for your following turn.
Looted - Do some kind of loota/looted wagon manip that makes it worth it.

Blood Axes:
Sneaky - Stealth Universal rule for all models turn 1 exempt bulky, and very bulky models.
Sneaky gits - d3 units gain infiltrate, and have shroud turn 1, exempt bulky and very bulky.

Bad Moons:
Da Riches: +1 to all FOC slots. 4 heavies, ect.
Yellow is best: 10pts upgrade to rokkit launches to make them strength 10, as they explode more.

Ect, I think that covers the major clans.


These are just suggestions, but they don't seem terrible OP.
Look forward to the next version.

This message was edited 2 times. Last update was at 2013/10/08 20:04:32


 
   
 
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