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![[Post New]](/s/i/i.gif) 2010/10/28 21:18:37
Subject: Changing the Codex – Orkz
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Alluring Mounted Daemonette
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Hi Lanrak...I like your d6 madness table...except I think it's missing negative effects...I mean if they're going mad, then 2-3 of the results, at least, should have a negative effect.
For example, Melancolik they CAN be attacked, Frantik they roll a scatter die and move that direction full speed, Sykotik attack nearest unit--enemy or ally, and a 3+ invul? Maybe 4 or 5...but three is a bit much. Even if they were blessed by their god they wouldn't get a 3+...most gods IN the game don't get a 3+.
But the names of those are great.
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The Daemonic Alliance Infinite Points
Nightbringer's Darkness 3000 Points
Titan's Knights of the Round: 4000 points
"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK |
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![[Post New]](/s/i/i.gif) 2010/10/28 22:56:47
Subject: Changing the Codex – Orkz
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Longtime Dakkanaut
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Shenra.... the irony is that Choas (MArines and daemons) and Orks are the only two races I can remember (correct me if I'm wrong) with a _roll_ of random that has negative effects. And no... the new BA 'disadvantage' is not a disadvantage.
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/10/29 05:27:17
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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Its not clear if Gork and Mork are real gods on the 40K universe, the only thing we can say is that waaagh!!! really produce BIG waves o the warp... A save of 3+ is just to big, 4+ is nice for a 1/6 chance, and sounds good...
Giving telly-porta to Gitz sounds nice, not much deep strikers on ork army... And, work very well for the (short) ranged anti-heavy-infantry unit, with great capability to melee (so, DS, shoot and prepare to the charge). Nice adittion for the changes i made in them...
But really guys, you dont think that twin-linked snazzgunz with AP 1d3+1 solve the "big problem" in this guys? Im thinking how it would go as 18" S6 AP 1d3+1 Assault 2, Twin-linked...
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2010/10/29 15:46:25
Subject: Re:Changing the Codex – Orkz
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Lieutenant Colonel
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Hi folks.
The Mad boy table was just an idea that needed more playtesting.(It probably does need toning down a bit in effectivness, as sugessted.)
(How about altering a result of 1 to
1/ Fobik! The Madboys become terrified of a random object-event.The Mad boys curl up in a little ball of catatonic dread and will not take any actions at all!
The mad boys count as going to ground, and will not move shoot or fight if assaulted! )
I would have liked the Tellyporta Generator to be an alternative to the Shokk Attack Gun/Kustom Forcefield for the Big Mek.
This would allow one Ork infantry unit turn to deep strike per turn.(As long as the Big Mek was not in CC or pinned etc.)
The problem is 40k rewards units that are good at one thing ,assault OR shooting.
Taking a a good assault unit (Nobs Mob) and giving them expensive ranged weapons is just not cost effective in the current 40k game.
And so you would have to add LOTS more bonuses and options to get FLash Gits to be seriously concidered for competative play.
A unit should be able to be taken on its own merit, without the game developer having to tempt you with 'bonus gratuities.'IMO.
Would you like to have a go at converting Boar boys to the current edition as an alternative to the Tankbustaz in the Ork codex..
TTFN
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![[Post New]](/s/i/i.gif) 2010/10/29 16:14:52
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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I'd put money that with a BS of 3 the flash gitz would all of a sudden be awesome. Yes,one number, in fact I dare you try it for a game with proxies. I benefit from almost always rolling one for armor penetration but not enough to-hits so I don't field them. A group of 5 in a big game tens to get avoided and would help, people using them often forget they are nobz and they still do awesome in CC against most units. (GIVE 'em a warboss and people will act differently. They are a walking machine of death with a mega armour warboss. NOt neccessarily worth the points though, choose carefully.)-the tellyporta sounds cool though and they should be able to take a battlewagon.
Lootas should be heavy, and they are awesome.
The codex doesn't really need changes to compete I beat every army that it runs now with my boyz. Ok, not everyone. (Eldar, SM, (including Blood Angels,) different chapters of those bastards and so on. You get it. The units have all the capabilities.)
Deffkoptas are anti-tank. On a charge with a buzzsaw they get 8 str versus rear armor on the charge and can fire twin linked rokkits before hand. They can turbo-boost scout 24inches, (for cover or for moving in) then can move over anything 12 inches and shoot and charge 6 inches into a tank. That's 42"inches first turn. Even if they die they are worth the points. Be Ork wreckless, giev one a useless bomb and drop it over troops for fun, they never fail me even when they fail me ebcause my players lerned to take them out first, given my nobz and boyz time to move in.
One nob with a powerklaw in a mob of 29 boyz for how much? Screw a tank.
Put tankbustas into a trukk your first turn, or field five of em, ad let em go straight at a tank, they eat up the enemies fire. Letting your PK's get closer and closer.
In the sense of Burna boyz, yes, they do need meltas somewhere. But it should be template(fire), roll a dice, if its a 1, place a blast template over the unit St6 AP3 hits, anything else resolve atttack as normal. NO, it shouldn't be kombied. Skorcha is a good enough kombi, and a painboy with regular nobs and cybork body has gotten me pretty damn far and my warboss has clered a field of blood angels.
Strategy. That's all they need. Don't rely on shooting or CC. Try to kill with everything. ORKS get plenty of shots, and plenty of hits, just make sure your rolling as many dice as possible, and with the best chances as possible.
That means a group of NOBZ, give em a waaagh banner, give the gitz the upgrades if your gonna use them, put a nob with your boyz unless their just their for holding an objective, plenty of big shootas.
Yeah, Snikkrot should have something more special, like a 2+ poison attack or/and a higher initiative.
I hate kommandos. They should have something more unique. They did ok one game, but that's it. Without cover anyone can take 'e out the first turn, they're supposed to be camoflauged units, why no special cover save? Like a +1 to their cover rolls or something.
I love Tankbustas, but yeah, they are more for fun because of the rule. Still, that many rokkits for just 15pnts a model is cheap. Low BS or not. (I actually got em to a Lemon Russ and they rolled ones for every friggin hit. Eventually destroyed it's weapons and then died from a freakin shooting unit. Nobz, and warboss almost took out stupid suped up termies after wiping floor dust with death company and a dreadnought and some dumb troop chioce in the wrong place at the wrong time. but I won because my boyz and gretchin were on objectives. Warphead in that game killed a termi and took out some death company now that I recall.)
I really can't find anything wrong with this codx as far as being able to kick a$$. I think the Orkz kick a$$ pretty damn good, as I mean to say. Even though I hated on Kommandos, other people have had better experiences with them then me. (Come to think of It I lost the game where I used Flash Gitz, no no, drawed. Why are they heavy support when they can't take down heavies?)
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This message was edited 1 time. Last update was at 2010/10/29 16:44:57
“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/10/29 19:49:43
Subject: Changing the Codex – Orkz
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Fireknife Shas'el
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Had another thought today on improving zzap guns, how about roll 3d6, use the two highest for the strength and the lowest for AP?
Keeps the randomness but gives you more chance of being in the higher end of the strength range, and shakes things up a bit with the AP. (The thought of targetting a unit of termies with a battery and getting 6,6,1 just makes me chuckle)
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![[Post New]](/s/i/i.gif) 2010/10/29 20:34:04
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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Nice thoughts, i wish i was so luck with orks...
I just started the Flash Gitz Ideia because someone complained about it, and it is a under rated unit anyway...
In reality, the only thing i can really agree about the "problems on Orkz codex" is the anti-vehicle:
Deffkoptas can have S7 on charge (Natural 3x2+1 from furious charge) and that is not anti-tank... Twin-linked rokkits worth it, but have a catrastofic chance to do nothing. Warbuggies can be taken as "cheap deffkoptas" with twin-linked rokkits, but again have a catastrofic chance to do nothing.
Deff dreads and Killa cans are nice options, as dccws and shoots with S8 are nice, but they compete with Battlewagon and Lootedwagons.
These last 2 are options for tank-hunting, but are very expensive.
Power klaw, is almost always S9 on charge, very thought, but not a melta-bomb yet.
Warboss can do it, but this just mean it will die soon.
Boarding planks are nice.
And finally Tank Bustas, who are not so unusefull, as the rule just state that they must shoot a vehicle in range during shoot phase, using a trukk cleaverly you can just block their LoS and hit the desired target.
Oh, and we have the nice "one rhino down per turn" Lootas...
Ok, all this is usefull, but is 1st: expensive. 2nd: unwise (for slot competing) and 3rd: unsure.
A eldar guy can rely that they Bright Lance/D-Cannon/Haywire granade will Glance the enemy vehicle.
Marines can rely that they pletora of melta will pen, and before it, they Missiles will do the work.
IG can rely that they Manticores, Auto-Cannons and Plasma Cannons will deal with enemy armor from far away, and the luck things who survive it will have to face tons of cheap melta-bombs.
Even underrated armies like Necrons, Inquisitors and such will have nice and relyable tank-hunting.
Orkz? We can have something, but all we can do is hope it work...
Maybe for the 4th edition that was a nice weakness for the orkz, i mean, not all armies have the number of dices this guys can bring on...
But on 5th, with the growing number of mechanized armies? Orkz are just lacking something... Even for friendly games.
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2010/10/29 20:45:07
Subject: Changing the Codex – Orkz
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Longtime Dakkanaut
Beaver Dam, WI
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If they need melta weapons - use those useless MekBoy models with Kustom Mega Blasters. Cool looking but currently useless.
Agreed on Flashgits - only when fully modified does it feel like it is something better than a loota or ork with a big shoota but definitely not worth 40 points. I don't care about pre-ranging so how about making the gitfinda a +1 BS? Make the gun automatically the fully modified version and the flashgit cost 30. Still questionable comparison.
2 lootas for 30 averaging- 4 shots at S7 with BS2
versus
1 flash git for 30 averaging - 2 shots at S6 with BS3.
obviously one is elite and the other heavy but if I want mobile instead of stationary, I might actually field the gits.
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![[Post New]](/s/i/i.gif) 2010/10/29 21:06:49
Subject: Changing the Codex – Orkz
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Death-Dealing Devastator
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Bring the FW rules for the Big Trakkz (maybe a little bit cheaper, 5-10 points for the tank), allow for squadrons.
Make BWs dedicated transports, aka for the Boyz.
Killa Kanz moved to FA ala Dread Mob.
That's all i can really think of off the top of my head.
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![[Post New]](/s/i/i.gif) 2010/10/30 06:16:49
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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Str 7 still always hits the rear armor in CC. I can't find a vehicle with armor high enough in the rear to mean 3 koptas won't likely destroy it if they charge. But your right. Ork are outclassed tank killing wise. I'm ok though, maybe you could try some more combinations in a game. I'm sure you'll find a combo that pisses on your buddies tanks eventually, just outmanuever them with numbers and make sure you have a tankiller in more than three squads. (PK's Rokkits and or Blastas)
-KID
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/10/31 05:29:40
Subject: Changing the Codex – Orkz
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Mekboy Hammerin' Somethin'
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We also have to keep trukks in the new codex... almost every ork player I know has tyrukks ( I have 4 of them now). I would hate for them to not be even an option in the next codex.
Currently they look a little underwhelming compared to battlewagons armed with deff rollas, but I think the reason for this is not the Trukks fault.
The Trukk performs its job perfectly, protecting the lads from fire untill they get into CC. What needs the upgrade are the boyz inside. Currently 12 boyz, even on the charge, is not too much of a threat. Being S4 base and letting us keep our furios charge, now that is a threat.
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2010/10/31 14:54:07
Subject: Re:Changing the Codex – Orkz
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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I think one thing could be to give klaws an extra d6 to damage vehicles, but pick one of the two. (so a nob charges a LR and hits once. He rolls the 2d6 and gets a 3 and a 5 and discards the 3 to get a glancing hit). Fluffwise it could be from the fact that it is cutting and crushing instead of just crushing, so the vehicles tracks/powerlines/juju generators are more vulnerable.
Leaves CC as the orks primary method of knobbing tanks, but makes them slightly more reliable for tackling AV14.
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2010/11/01 01:34:29
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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Trukks aren't just useful, they are completely orky, cutting them out would destroy the orks game. They gotta keep 'em.
Also, excuse my foolishness, but what has a rear armor of 14? What is the highest rear armor?
By the way, most orks benefit from large numbers, but I suggest cutting tankbustas into two smaller groups if your not putting them in or behind a trukk. They'll only last a few turns but they'll kill plenty of things your other orks have hard times with even if they go out on turn 2 instead of 3. They usually last to 3-4 with me and the tactic of knowing my opponent has to kil 3-5 rokkit wielding S10 crazy boyz instead of focus on something else because it's bad for his health otherwise, has not failed me and I don't think it will you.
First thing I learned when playing orks, if it dies, it was a diversion.
(I do hate fighting freking walkers. I forgot some of them field A14 and you don't get rear armor in CC. Still rokkits can imobbolize them and destroy weapons, and they can be killed. Just not as quickly as some other armies have the capabilityof doing. But other armies can't horde like orks either.)
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/01 03:51:56
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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The Melta-Burna was an ideia on the start, but now i see that it would look bad on any other unit besides Burnas and Big Meks, perheps, its still a nice touch on this units.
By other way, Orkz got the nice Tank Busta Bombs, who throw a nice 6+2d6 for armor pen, and that is a very nice on big mobs...
So, here are some ideias i got lately (after some tests and the aquaitnance of experience).
Big Meks and Burnas can take Melta-Burnas fro 25 and 10 points respectively (per model).
Tank Bustas got the "Tank Hunter" special rule for free.
Kommandos got Tankbusta Bombs as regular wargear for free (this will throw some fresh air on the unit, making him so good as Koptas for this work)
Power Klaws gain an "Upgrade" - the "can cutter" (essentially a special version of the claw, with chain-saws in place of the finger blades) this upgrade cost 5 points and are disponible for any Power Klaw on the army (independant of the unit) and let you roll 2 dices and choose the hightest for Armor Pen.
Buzz saw (of Koptas) can roll 2 dices and choose the hightest fo Armor Pen. This being not an upgrade, but a regular special rule for it.
This will throw small (but not overwhelming) anti-tank capability on a lot of units on the army (including the Troop Options), all without loosing the melee nature of orks.
Other changes i agree are welcome:
Flash Gitz: Git Finda Gives +1 BS to the model wearing it, (and Warbosses can buy it for 10 points).
Snazzguns are R18" S6 AP1+1d3 and Assault 2. Any Flash Git can take "Blastas" upgrade for free, with the same effects (but more Dakka and Shootier no)
One flash git can change his Snazzgun for a Power Klaw for 25 points. The same git can take a bospole for 5 points (even when not taking the claw).
A Big Mek can change his Sluga or shoota for a "Teliporta Device" for 35 points. If so, he gains Deep Strike Special Rule, and give it to any unit he joins when left on reserve (normally, with the said unit) (anyone who played Dawn pof War will agree how usefull a Big Mek with this can be).
Version 1.3 of the codex changings is comming soon...
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2010/11/01 10:34:57
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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I like it, and honestly, fluff wise, shouldn't Ghaz have a teliporter? Maybe that was another warboss, the one who gave him the teknology. He could be in there with it.
Also, I read over, and I like the madboyz/weirdboyz idea. It allows for another troop choice that is still unique and lets you field more than one weirdboy whilst still fielding warbosses or big meks. (I wish I could have one of each on board, that would be nice.)
Warpheads should be HQ though, and should have nob stats, with options for some equipment. Like Warp Staves or
something. (ON a roll of a 6 to wound the defending model is removed from combat and replaced by a squig, or just removed.
Ignores armor but wounds one of your units if it rolls a one. SOmething like that.Or just field Zogwort if not.)
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/01 21:13:25
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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Runna, right now i am trying to equilibrate the codex (making the units worth the points).
In the future i will come with more options for Units, specially Boar Boyz and Mad Boyz.
But as i see, there is no way to the weyrd boy being non HQ, No army have psykers outside the HQ (except for eldar, but hey, they are all psykers), orkz should not have that...
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2010/11/02 18:52:40
Subject: Re:Changing the Codex – Orkz
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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The Dwarf Wolf wrote:Runna, right now i am trying to equilibrate the codex (making the units worth the points).
In the future i will come with more options for Units, specially Boar Boyz and Mad Boyz.
But as i see, there is no way to the weyrd boy being non HQ, No army have psykers outside the HQ (except for eldar, but hey, they are all psykers), orkz should not have that...
Imperial Guard have psyker battle Squads as Elites and Daemon Hunters has Grey Knight Terminators and Inquisitors, also as Elites.
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2010/11/03 05:23:44
Subject: Re:Changing the Codex – Orkz
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Bonkers Buggy Driver with Rockets
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I've started another thread on this same subject. Call me a prima dona, but I wanted a bit at a new apple.
http://www.dakkadakka.com/dakkaforum/posts/list/325948.page
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This message was edited 3 times. Last update was at 2010/11/03 08:23:33
Paul Cornelius
Thundering Jove |
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![[Post New]](/s/i/i.gif) 2010/11/03 08:10:20
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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I agree about that in the sense of Warpheads, you shouldn't be able to field more than 2 warpheads.
I mean 35 pnts for a weirdboy HQ is for fun or filler not much else.
60pnts for a Warphead is worth it though, at least so far. Still fun too.
I feel they just took away a reason not to turn a weirdboy into a warphead.
Then again this way you can attach it to 30 grots and it still has the fearless rule and you don't care if the grots die.
So maybe your right, it probably doesn't really need changing.
Maybe fielding madboyz just means you have to take a weirdboy or warphead as an HQ choice.
All in all, I think you came up with a lot of good conclusions.
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/04 04:10:23
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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Here it is:
Version 1.3
New changes
- Melta-Burna access trough the army is greatly reduced (only Big-Meks and Burna Boyz can take it)
- Added simple rules for Teliporta Device (almost a rip-off from warhammer: dawn of war)
- Tankbusta bombs where added as regular wargear on Kommandos Mob
- Power Klaw more “tank killer”
- Buzzsaw with terminators chainsaw armor pen. rules.
- Zap Guns easier to reach high Str, but at the same time, more dangerous =D
- Kustom Mega Blasta Changed to be usefull.
Rejoyce, and dont forget give your oppinion.
Wargear
Weapons - add the fallowing option:
Melta-Burna – Changing the fuel of the regular burna, Meks can create a stronger, focused flame, who cut armor and steel alike. Some burna boyz love this thing, sacrificing the spread flames for hell hot white flames. The great problem is that the fuels used for this are a lot more unstable, and can just explode with enough bad luck.
If the model don’t used this weapon during his shoot phase, he can use it as a power weapon on assault phase. When used that way, resolve all to-wounds with strength 6 (without any modifiers, even for Furious Charge), , roll 2d6 for armor penetration rolls and add a bonus of +1 for any vehicle damage chart roll.
For each attack made with a Melta-Burna on assault, throw a dice, for each 1 rolled the model suffer 1 wound, but after the attacks are made.
Obs: The kombi version of this weapon can be used in close combat, but will only work for 1 attack, and them wasted until the end of the game.
Range: 6’’ Str 6 AP 2 Assault 1, Melta, Gets Hot!
Modify fallowing options:
Kustom Mega Blasta – Change the profile to the fallowing:
Range: 24” S8 AP2 Assault 1, Blast, Get’s Hot!
Snazzgun (Flash Gitz Wargear) – Change the profile to the fallowing:
Range: 18” S6 AP 1+1d3* Assault 2
*roll for the entire mob, before shoot
The “Shootier” and “More Dakka” upgrades are extinguished, the “Blastas” upgrade keep being the same thing (AP-1 after roll, and weapon receives “get’s hot”)
Power Klaw – add the fallowing Special Rule for it: when making penetration roll with a Power Klaw, roll 2D6 and use the higher rolled result for it.
Buzzsaw (Deffkopta Wargear) – add the fallowing Special Rule for it: when making penetration roll with a Buzzsaw, roll 2D6 instead of only one.
Zzap Gun – change the profile to the fallowing (observe that the additional rules are not affected):
Range: 36” S* AP2 Heavy 1
* rolls 3d6, take the result of the 2 higher rolls and add then together to define the strength of the weapon for this shoot. When shooting for a mob, roll one time for the entire mob.
Wargear
Modify the fallowing:
Gitfinda (Flash Gitz Wargear) - Replace the normal effects for the fallowing: Gitfinda gives bonus of BS+1 to the wearer
Teliporta Device – Some Meks are not happy with Warbikes, Wartraks and Deffkoptas, they desperately need to go faster. Some others, just “take a ride” on their Zapp guns and survive to love it. The results are always the same: da Big Mek builds a new, shine, good looking and subtle usefull Teliporta Device.
A Big Mek with this option (and any unit he joins) can arrive from reserve fallowing the regular rules for Deep Striking, even in scenarios who don’t allow this rule to be used.
Vehicle Wargear - add the fallowing option:
‘Nergy Field Generator – When the Big Mek is to busy pointing his Shock Attack Gun, and there is some spare grots with a bit of nuts, a Mek can just place his Kustom Force Field on the Battle Wagon roof and hope it work well enough. These thing don’t work so well when not operated by “da true mek boss”, but provide some cover to the pile of junk and metal moving on the wheels…
Vehicles with a Dedicated Force Field are always obscured for shooting (4+ cover save) and don’t give the usual +1 bonus on the damage chart for open-toped vehicles (they are damaged as not open-topped).
A wagon with this upgrade, cannot have the “Kill Kannon” upgrade, and have his transport capacity reduced to 12 models. This upgrade can be taken only in armies with a Big Mek on HQ options, and only one time per Big Mek.
Grots Crew – Some Meks just trust Grots better than boyz to keep their mek things working. In warbands where the Mek have sufficient influence, some trukk and wagons can be driven by grots. At least when the boyz are to busy killing on foot.
A vehicle with this upgrade has BS 3 whenever no Orks (besides a Big Mek or a Runtherd) is inside it. Perhaps, any shaken damage result scored against the vehicle is automatically upgraded to stunned (grots are not know by their tremendous courage).
This upgrade can be taken only in armies with a Big Mek on HQ options.
HQ
No changes on Special Characters.
Warboss
Replace the fallowing line of “May take any of fallowing”:
- “Warbike*…..+40” for “Warbike or Stormboyz Rokkit Pack*…..+40”.
Replace the “*” (observation) entry with:
- A warboss may not have booth Mega armor, Warbike and Stormboyz Rokkit pack, or any combination of them.
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”.
Add fallowing line to the “may take any of the fallowing:” entry:
- Gitfinda (see Flash Gitz wargear)……+10 points
Big Mek
Add this lines to “Da Big Mek” box:
- Instead of this, a Big Mek on warbike or deffkopta allows one Warbiker Mob to be taken as troop option.
Add fallowing line to the “replace choopa with one of the fallowing” entry:
- Melta-Burna……+25 points
Add fallowing line to the “replace slugga with one of the fallowing” entry:
- Teliporta Device……+40
- Warbike……+25 points
- Deffkopta armed with:
- twin-linked big shoota……+35 points
- twin-linked rokkit launcha……+45 points
- kustom mega blasta……+55 points
Weyrdboy
Add Fallowing Entry:
A Weyrdboy can replace his “Independent Character” Special Rule for a retinue of:
- Madboyz……+7 points per model.
- Krazyboyz……+10 points per model.
Madboyz
WS4, BS0, S3, T4, W1, I1d6*, A3, Ld7, Sv6+.
Unity Type/Composition: Infantry/5-20.
Wargear: anything who resembles a weapons, and others thing who not.
Special Rules: Furious Charge, Waaagh!!!, Fearless.
*roll one time at the start of any assault, the result is the initiative of the madboyz during that turn, if the result is 1, the madboyz will not attack that assault phase (they just stop to see the grass growing or something like that). The Weyrdboy still fighting normally.
Krazyboyz gains the “Waaagh!!! attuned” special rule.
Waaagh!!! Attuned – some madboyz got even mad being so near to pure beacons of Waaagh!!! energy, and start to manifest funny powers in the heat of the battle.
During any turn where a Waaagh!!! has been declared, in adition to any normal benefit from the Waaagh!!!, a unit of Krazyboyz receive a save of 5+ invulnerable, for the entire turn. Additionally, if during that turn any Weirdboy in 6” rolls a ‘Eadbanger, Frazzle or Zzap result as the psychic power of the turn, the entire unit is treated as having power weapons for the duration of the turn.
Elite
Nobz
Add fallowing line to Wargear
- Meganobz Replace Slugga and Choopa for Mega Armor with Power Klaw and Twin-Linked Shoota.
- Painboy in Mega Armor replace his Power Klaw for Dok’s Tools and ‘urty Syringe
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport (for the regular cost)
Add fallowing line to “the entire mob can be upgraded to” entry:
- Meganobz ……+25 points per model
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”
Mega Nobz – exclude it from codex.
Burna Boyz
Add the option to take a Trukk as dedicated transport on mobs with 12 models or less (for regular cost)
Add the fallowing entry:
Any Burna Boy can replace his Burna with a Melta-Burna…… +10 points
Tankbustas
Add “Tank Hunters” to this unit Special Rules
Add the option to take a Trukk as dedicated transport on mobs with 12 models or less (for regular cost)
Lootas – no changes
Kommandos
Add fallowing to Wargear Entry:
- Tankbusta Bombs (see Tank Busta Options)
Troops
Ork Boyz
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport for mobs with 12 models or less (for the regular cost).
Gretchins – no changes
Trukk
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+5
Fast Attack
Storm Boyz – no changes
Warbuggies
Add Exhaust Clouds to this unit special rules (same as in the Warbikers).
Warbikers – no changes
Deff Koptas – no changes, but look at the Weapons section.
Heavy Support
Battle Wagon
Add fallowing line to the “May take any of the fallowing” entry:
- ‘Nergy Field Generator…...+30 points
- grot crew……+20
Deff Dreads – no changes
Killa Kans – no changes
Flash Gitz
Replace “The unit may take any of the fallowing:” entry with “Any Flash Git may take blastas for free:”
Add the fallowing entry:
- One Flash Git may take a Power Klaw……+25
- Any Flash Git may get a bospole……+5
Big Gunz – no changes
Looted Wagon
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+10
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2010/11/05 13:52:39
Subject: Changing the Codex – Orkz
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Growlin' Guntrukk Driver with Killacannon
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Ork Cyborg wrote:OH! One other thing I would change, and this is for balance, is move Looters to the Heavy slot, replacing Flashgits. To make up for it, they get this
One Looter may upgrade himself to a Flashgit: +30 pts.
A flashgit has the stats of a nob and replaces his Deffgun with a Snazzgun. The Snazzgun has a whole new profile
48", S:8, AP:2, Heavy d3
Just a thought.
And finally, I think, KMBs are upgraded to S:9. That's all.
I Love this!
Simple & Effective Tweaks!
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Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads! |
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![[Post New]](/s/i/i.gif) 2010/11/05 14:22:55
Subject: Re:Changing the Codex – Orkz
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Flashy Flashgitz
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I still think Snikkrot should have a higher initiative. I really want that to change. Like a 6 would make his fluff more believable even. Why an ork whose specialty is using two CC's and in fact is only useful in CC doesn't have a higher Initiative than normal bosses bugs me. He's got a killa reputation, but so many CC units can hit him first.
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/05 20:15:19
Subject: Re:Changing the Codex – Orkz
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Longtime Dakkanaut
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Snikkrot with higher Initiative? Well, i really dont want to change Characters, but your worryes look right...
Higher initiative is not the awser for this i think, but maybe we can make a special rule, like, everytime Snikkrot is charging he attacks before any other models...
Im sry about the Lootas/FLash Gitz ideia, but here is why i dont go for it:
Rulewyse: Flash gitz are meant to be anti-heavy-infantry. Lootas are Anti-Light-Infantry and Vehicles.
Fluff Wyse: Lootas are rich orkz with the biggest weapons they could buy/salvage. Flash Gitz are rich orkz who act as mercenaries for anyone who pay enought...
Rulewyse 2: I go for Flash Giotz beying moved to Elite, but not Lootas to Heavy Support, More options to compete with Battle Wagons and Looted Wagons?
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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