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![[Post New]](/s/i/i.gif) 2013/11/15 16:56:08
Subject: Looking for suggestions for Ork 'Artifacts'.
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Nasty Nob
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So, I'm writing a little homebrew codex to bring orks in line with 6th edition. So far, the main list is coming along well (see the proposed rules forum, if you are curious) and I've started drawing up some rules for clan supplements. In keeping with the new style of supplements, these are going to need alternative warlord traits (which I think I'm actually handling OK) and a list of 'artifacts' (i.e. unique wargear items). Since I want to do all six clans, plus a range of generic options, I'm going to need 40+ artifacts. I've thought of a few, but I need lots more.
What I'd like, in any combination, from you guys:
Names. Especially ones which aren't in the form of [famous ork]'s[adjective][item], because it seems those are all I can think of. Also looking for suggestions on what to call them instead of 'artifacts'... at the moment I'm going with 'supa-speshul fings'.
Concepts. Weapons are obvious, but a good wargear list has all kind of other stuff. Armour, power fields, banners, squigs, fancy hats and gadgets... but I'm having some difficulty figuring out good background for truly unique items. Ideally the concepts should tie in with a particular clan, like a nitro-booster for the evil suns, or an ancient tribal totem for the Snakebites.
Rules. Even if they are very vague ideas, or simply wishlisting of issues to be 'solved'. 'I'd like something which ensures I can use my power claw in a challenge without getting killed before I can attack' is a perfectly good suggestion. Of course, if you can think of a method of achieving it too, that would be even better.
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This message was edited 2 times. Last update was at 2013/11/15 16:58:20
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![[Post New]](/s/i/i.gif) 2013/11/15 17:02:48
Subject: Looking for suggestions for Ork 'Artifacts'.
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Gavin Thorpe
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Mechano-Hog. Representing either a suped up Mototrike or mono-wheeled Cyboar, intended to be the biggest and baddest ride going. Changes unit type to Bike, inflicts D3 Hammers of Wrath and allows the model to move through enemy units as though Tank Shocking. Perhaps go the extra mile and replace the Dakkaguns with Deffguns or Big Shootas.
Totem of Mork. Does not replace any weapons but precludes the use of a Bosspole. Grants the wielder Poison (4+), all models in his unit Poison (5+) and enemy Poisons must reroll successful Wounds. Requires the bearer to be on foot.
Dakkastorm. A gun with S5, AP- and Salvo 12/6. The weapon spits enough lead to Ignore Cover and becomes Twin-Linked when fired within Rapid Fire range.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2013/11/15 17:07:06
Subject: Looking for suggestions for Ork 'Artifacts'.
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Glow-y Big Choppa:- A massive two handed power blade taken from the limp hands of a chapter masters honour guard. Since that fateful day the weapon has been handed down (Read: Taken) from Warboss to more violent Warboss and constantly 'improved' with various 'upgrades', making its power field variable, but very powerful.
Range - Str + 2 AP X Melee, Unpredictable*
*Unpredictable:- Roll for this weapons AP (D6-1) at the start of every fight phase the model takes part in. If a 1 is rolled, then the weapon gains the fleshbane and armourbane USR for a turn, but if a 6 is rolled then the power field has shut down. The weapon loses its AP value for the rest of the game.
Space marine relic blade, but orky! Meant to be an alternative to power klaw for getting though MEQ armour (2/3 times it will be AP 3 or less) but still remain inconsistent.
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This message was edited 1 time. Last update was at 2013/11/15 17:08:48
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![[Post New]](/s/i/i.gif) 2013/11/15 17:18:18
Subject: Looking for suggestions for Ork 'Artifacts'.
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Death-Dealing Dark Angels Devastator
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The head of a powerful enemies slaughtered in battle e.g. that of a space marine commander or a similarly powerful enemy.
Its effect could be the squad always passes leadership tests to imply a morale boost.
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For the Emperor!
Burn our enemies with the fire judgement!
Slay beasts with the sword righteousness!
Defend mankind at all costs! javascript:emoticon(' ');javascript:emoticon(' ');javascript:emoticon(' '); |
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![[Post New]](/s/i/i.gif) 2013/11/15 17:20:09
Subject: Looking for suggestions for Ork 'Artifacts'.
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Daemonic Dreadnought
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I would have to think artefacts would be less about something revered and passed on within Ork tribes and more about the selfish interests of whoever is the biggest at that time.
Fav'rite Shoota - The boss has a favorite shoota, it's big and mean and is covered in barrels. Each time it shoots, shots spray all around the battlefield. Roll a d3 at the start of each turn for the number of units the wielder can targeted each round.
Da Lugga - The boss has a favorite club for whacking gits, it's heavy but easy to swing. Strikes at initiative at Sx2.
Iron Britches - The boss sports iron britches when he runs into combat. +1T -1I FNP.
Da Chucka - The boss has a bucket of looted grenades, ammo, and other battlefield debris he carries with him. One time use weapon, 12 inches, S8 AP2, blast, rolls an extra d6 for penetration just like meltas.
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![[Post New]](/s/i/i.gif) 2013/11/15 18:06:09
Subject: Looking for suggestions for Ork 'Artifacts'.
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Shas'o Commanding the Hunter Kadre
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Blood axes - Sneaky point - a small hatch with rules like the portalglyph where orks in reserve can arrive from
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![[Post New]](/s/i/i.gif) 2013/11/15 18:49:25
Subject: Looking for suggestions for Ork 'Artifacts'.
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Battlefortress Driver with Krusha Wheel
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Fist of gork and mork. There used to be a psychic power that did a pie plate from the sky much like orbital bombardment, although less powerful.
Just make it some kind of one of necklace, and once per game your warlord can call down a spacemarine like orbital bombardment, but its a big gree psychic fist.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2013/11/15 19:41:02
Subject: Looking for suggestions for Ork 'Artifacts'.
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Grim Dark Angels Interrogator-Chaplain
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here are my 30k ork atifacts
Relics of da brain boyz
1: Da Banna of da old gitz 70pts
Da banner comes from when Gork smacked mork in da face and bitz of is skin fell of
see?
Rules: all orks are fearless within 12" of the banner (units, not models) in additon the unit gains hatred and
prefured enemy "necrons"
2 Da Fist of Gork 50pts
Da fist of Gork was nicked by some ded ard metal fing from da old days, we nicked it back
and made it Ded Orky!
Rules: Melee, str +2 ap1 Instant death, armourbane
3 Da uge spinny fing with flames cummin outa da end!! 50pts
Dis was made by da best mek in da universe, so i killed im and nicked is spinny fing before e'named it!
rules: Range: template str6 ap d3 special rules: torrent, random shots d3.
4 Ol FAf'ful da speedy 100pts
Ah old faf'ful, dat bike got me anywhere i'ze wanted ta be, ded killy too if you managed to it anyfing!
Unit type changed to "jetbike" equiped with a Super shoota (str 5 apd6 heavy d64+4)
Special rule: any model riding ol faf'ful gains the follwoing to its hammer of wrath attack depending on distance
rolled on the charge:
1-3" str5 Hammer of wrath
4-6 str6 hammer of wrath, d3 hits
7-9 str7 hammer of wrath, d3 hits, armourbane
10-12 str8 hammer of wrath, d3 hits, armourbane, fleshbane
in addtion the charge distance MUST be re-rolled if failed
5 Da Last Brainboy 75pts
Dis is da last brainboy left see, look after it, cos i ain makin no more!!
Unit type changed to "psyker" mastery level 4 and generate powers from the pyromancy, biomancy and waaagh diciplines
LD also increased to 10
Special rules: if the "brainboy" dies all orks in 2d6 suffer a str 6 ap4 automatic hit as the psychic backlash hits them
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![[Post New]](/s/i/i.gif) 2013/11/15 21:14:36
Subject: Looking for suggestions for Ork 'Artifacts'.
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Nasty Nob
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" 'ell da big mek had mek boy Teefrot paint all da trukks I guess youz talk to him he got all the arty facts you need."
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2013/11/15 21:47:27
Subject: Looking for suggestions for Ork 'Artifacts'.
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Archmagos Veneratus Extremis
On the Internet
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Bag of Squigs: Once per game during the Assault Phase the model may choose to open the Bag of Squigs. If they do, center a large blast template over the model. All other models under the template suffer a S4, AP - hit.
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![[Post New]](/s/i/i.gif) 2013/11/15 22:02:00
Subject: Re:Looking for suggestions for Ork 'Artifacts'.
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Pustulating Plague Priest
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I might make this a little OP but here goes nothing...
Da Yelly Speaka
Warbosses may strap loudspeakers to them and yell through a sort of crude megaphone to get the boyz in line. Once per game before movement, the warboss may yell into the Yelly Speaka. Roll a D6. On a 1, the warboss loses his voice from yelling too much. For that turn, all orks take a -1 penalty to LD for the turn. On a 2+, all orks gain fearless for the turn.
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Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD! |
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![[Post New]](/s/i/i.gif) 2013/11/15 23:17:12
Subject: Looking for suggestions for Ork 'Artifacts'.
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Gore-Soaked Lunatic Witchhunter
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Da Great Red Steed O' Killy Deth
An otherwise fairly ordinary Warbike, Da Great Red Steed has an impressively-large rocket booster strapped to the back. The rider may fire the booster in one phase per turn to create one of the following effects: Movement phase: Move an additional 1d6". Take a Difficult Terrain test immediately afterwards. Shooting phase: Make a Turbo-Boost move as if riding a Jetbike as you ramp off stuff. Assault Phase: Charge an additional 1d6", and inflict d3 Impact Hits. None of these benefits carry over to a unit the model joins.
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