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Made in gb
Been Around the Block




The British Army, so could be any old sh*t hole in the world.

Maybe

But not meandering up the middle of the board in open topped armour ten vehicles was my real point

SERPENTE A LA PORPE 
   
Made in de
Dominating Dominatrix






Piercing the heavens

Maybe you should het different options depending on your HQ, meaning: Big Guns and Burnaboyz, only if you field a Big Mek, Skarboyz only if you field a Warboss. maybe Madboyz with Warpheadz...
   
Made in us
Fresh-Faced New User




This might sound familiar to those that read the thread that i posted stupidly but please read it again i've changed it up a bit since last time. also sorry for the rather langthy post.

ORK SPECIAL RULEZ
The following special rulez apply to all Ork units except where other wise noted.


ORK MOB RULE!
Use the rules out of the third edition Ork codex. With following exception a roll of 12 always fails no matter how many boys there are.

Mobbing up
Use the rule out of the third edition Ork codex.

Victory points after mobbing up
Use the rules out of the third edition Ork codex.

POWER OF DA WAAAGH!
When an ork mob charges an enemy unit roll 2D6 against the number of boyz in the mob if the roll is equal to or less than the number of boyz double their initiatives for that combat. On all following combats phases including your opponents, roll 2d6 against the remaining Orkz in the mob, if the roll is less than the number of remaining orks in the mob their initiatives stays doubled. Keep making these checks every combat phase until you fail a roll, once a roll has failed the mob reverts to original initiative an no further Waaagh test can be made until the Ork mob makes another charge movement.

GREEN SKIN ENDURACNE
Ork have been know to take bolter shots and keep on coming. Ork are a very resilient race able to shrug off wounds that would kill most other beings.
To show this all Orkz not gretchin get a limited version of the feel no pain rule. Any wound suffered boy an Ork is ignored on a 5+. So on a roll of 1, 2, 3, or 4 the ork is wounded as normal but on a role of 5, or 6 the ork just ignores the wound.

GRETCHIN MOBS
Use the rules in the third edition Ork codex.

ORK ARMORY
Just use the rules for how many points of war gear orks get that are already printed in the third edition Ork codex.

Use the weapon list from the third edition Ork Codex, except for the following changes.

Nob price/war boss price
Power claw-------20/25pts Close combat weapon---------1pt
?Uge choppa------8/10pts


WARGEAR
War bike-----20/25/30pts (Mad dok & mekboy, nobz, warboss)
Ammo runt-------3pts Grot orderly/Grot oiler------4pts
Mega boosta------5pts

Vehicle upgrades
Shoota boy gunner------5pts per Boarding plank----------3pts
Reinforced ram----------5pts

ORK WARGEAR
Once again any thing not talked about here will simply use the third edition Ork codex rules.
Kannon
Change the range to 48? and the AP of the (frag shot) to 6 and the (shell) to 4.
Mega armour
This will now give it wear the ability to ignore double toughess attacks. Any one wearing mega armor use the (slow and purposeful) universal special rule. All other restrictions given in the third edition Ork codex still apply. Orkz in mega armour count as two models when determining how many models can fit in a transport
?Uge choppa
These count as a heavy close combat weapon that gives the bearer +2 to their strength for determining what you need to wound. It is a two handed weapon so it wielder can not gain an extra attack for wielding two weapons.
Zzap gun
Increase the range to 30? and make it AP 1. Other wise use the rules for it written in the third edition Ork codex.
Lobba
Change the stat line to Rng 48ins, S 5, AP 4, heavy 1/blast, pining -1 ld
So it causes pinnig test and give the target squad -1 to their leadership.
Gatling Big shoota
The Gatling big shotta has the following stats, range 30? S 5, AP 5, heavy 3D3.
What dose 3D3 mean well you get to roll 3Dice with 1&2s =1, 3&4=2, 5&6=3 add them up, the result determines how many shots you get with the gun that turn. So you can have some where in the range of 3 to 9 shots counting on the roll of the dices. (A modeling note, all Gatling weapons must be modeled with four or more barrels on the gun).
Gatling Rokkit launcha
The Gatling rokkit launcha has the following stats, range 20? S 8, AP 3, heavy D3.
So in order to determine the amount of shots you get in the shooting phase roll one D3
Allowing you 1 to 3 shots. (A modeling note, all Gatling weapons must be modeled with four or more barrels on the gun).





War bike
An ork war bike gives a +1 T to the rider use the rider stander toughness when determining instant death. The rider also gets twin linked shootas, riders have a 5+ cover save, and become fearless. All models behind the rider also gain a 5+ cover save.


ORK VEHICLE UPGRADES
Shoota boy gunner
You may purchase this upgrade multiple times. For each shoota boy gunner you purchase for a vehicle, one of that vehicles weapons BS is increased to 3. can not be taken by Dreadnaughts or killer kans.
Reinforced ram
Speed is the key to making this work and who loves speed more than De Orkz. To use a reinforced ram your vehicle must make contact with an enemy vehicle during the movement phase. The amount of damage is determined by the distance traveled. 4-6ins is a S 6 hit, 7-12ins is a S 7 hit, 12+ ins is a S 8hit. But the ramming Ork vehicle will not always be unharmed. If ork vechile moved 4-6ins no damage, if you moved 7-12ins roll a die on a 4+ the ramming vehicle receives a glancing hit , if the ramming vechile moved 12+ins roll a die on a roll of 1,2,or3 it receives a glancing hit on a roll of 4,5,or 6 it receives a penetrating hit. Attacks hit no a 4+ regardless on how far enemy vehicle moved. Reinforced ram may not be used on walkers nor can it hit walkers, walker are to maneuverable.
Boarding plank
Boarding planks may only be given to transport vehicles. Bording planks allow for mobz two attack enemy vehicles form inside their transport. Move your vehicle with boarding plank into contact with enemy vehicle during the movement phase. Up to two models from your vehicle may make HTH attacks against enemy vehicle as if they assaulted it.
Bording planks can not be used against walkers, walkers are to maneuverable.

Headquarters
Warboss (1)
War boss 100pts WS 6, BS 3, S 5, T 4, W 3, I 4, A 4, LD 9, SV ?
Your army must have a warboss if over 1500pts you may only have one warboss.

Special rulez: As long as a mob of boyz have a clear line of sight to the war boss they may reroll failed power of da waaagh test.
Options: a warboss may have any wargear allowed to him in the Ork armouy.
Body guard: use the same rules for the Nobz in the body guard as printed in the third edition codex. Mad Dokz will come with dok toolz and mekzboyz will come with mek toolz. Mad Dokz will cost 11pts and Mekboyz will cost 12pts.
. Transport: the warboss and body guard may take either a wartrukk or a battle wagon as a transport as long as the squad does not exceed the legal transpoet limit (including grotz and squigz) for the desired transport.


Pain boss 0-1
If a Pain boss is taken then all mobz may add a dok boy to their mob for +11 pts. Otherwise just use the stats, options, and body guard from the third edition Ork codex.

Big mek 0-1
If a Big mek is taken then all Mobz may add a mek boy to their mob for +12pts. Otherwise just Use he stats, option, and body guard from the third edition Ork codex.


ELITEZ
Storm boyz
Use the rulez for these guyz strait out of the third edition codex. With one change to their stat line SV 6+ to SV -.

Kommadoz 0-2
Use the stats, and options that are printed in the third edition Ork codex. Add to their profile the following universal special rule, scouts. They will also get the special rule back stabber which allows them to kill sentries without raising the alarm except on a roll of 6 on a D6. all other special rules remain the same. Change save from 6+ to SV -.

?Ard boyz
Drop this unit all together.


Skar boyz
Use them the way their written in the third edition Ork codex. With the following additions. Change the 6+ save on their stat lin replace witn SV-. Skar boys start with frag stick bombs and may purchase krakk stick bombs at +2pts per model. Add the unit option to buy Eavy armour at +4pts per model if one model purchases this option the whole mob must purchase this option. This option can only be taken if the Nob has taken eavy armour.

Flash gits 0-1
Change the WS to 3, BS to 3, and SV- then make them 10pts each. This change in stats will also effect the Nob in the squad. Flash gitz may purchase frag stikk bombs at +1pt per model, and Krack stikk bombs at +2pts permodel. the Beside these changes use the mob as it?s printed in the third edition Ork codex.


Killer kanz
yes make killer kanz a elite chose. Use the stats and option for killer kanz printed in the third edition ork codex.






TROOPS
Slugga boyz
Keep them the same as they are in the third edition Ork codex, but give the option to purchase frag stikk bombs at +1pt per model and krack stikk bombs at +2pts per model. And change their 6+ save to SV-.

Shoota boyz 0-3
Change their WS to 3, BS to 3, SV- then make them 9pts per model. The Nob in the squad Has the same stat changes and becomes +11pts. Add the option to purchase frag stick bombs at +1pt per model and Kack stick bombs at +2 pts per modle. Other wise use them as there printed in the third edition Ork codex.

Stikk bommaz
Drop this selection all together.

Burna boyz 0-2
Increase mob size to five to fifteen, and change their save from 6+ to SV-. Other wise use the mob as written in the third edition Ork codex.

Tank bustaz
Increase the mob size to five to fifteen, other wise use the mob as written in the third edition Ork codex.

Gretchin mobz
Grethcin mobs do not take up a FOC slot but you may only have as many mobs as you have Slugga and Shoota boy mobs.

Fast attacks
Trukk boyz
Use as written in the third edition Ork codex. With the following exceptions Trukk boyz can ignore entanglement on a roll of 5+ on a D6. Change save From 6+ to SV -.


Warbuggies/wartraks
Add the option to take Gatling big shootas for +20pts, and the Gatling rokkit launcha for +14pts. Other wise use them as printed in the third edition Ork codex.

Warbike squadron
Take away the short range rule, reduce their cost to 25pts. The bikes should start off with twin linked shootas and choppa then have the option to have every third model up grade to big shoota?s for +10pts. Other wise leave them as written in the third edition Ork codex.
Deth Kopta squadron 0-1
Increase the squadron size to 3-6, other wise use the rules from the Armageddon codex.

Out Riders 0-1
Use the rules and stats form the Ork warbike squadron just add the universal special rule Scouts

Heavy support
Big gunz battery 0-2
Use strait out of the third edition Ork codex.

Lootas
Use strait out of the third edition Ork codex

Ork dreadnaught
Use trait out of the third edition Ork codex

Battle wagon
Reduce the price to 80pts plus gunz. It can have one big gun (Zzap gun, Kannon, Lobba) at +15pts and two light guns (twin linked big shoota +5pts, twin linked rokkit launcha +5pt, skorcha +5pts, Gatling bigshoota +12pts, or gatling rokkit launcha +10pts). If the big gun is not taken then you can take a third light gun. All other stats and options should be as written in the third edition Ork codex.

Looted vehicle 0-1
Add to the list that can be stolen from, Whirl wind, Land raider crusader, Lemun russ variants all.
Other wise use the rules as printed in the third edition Ork codex.

Gun wagon
50 points--Front AV 12, sides AV 11, Rear AV 10, BS 2
You may take one to two gun wagons per heavy support FOC.
TYPE: Open topped, tank
Weapons: gun wagons must take one (Twin linked big shotta +8pts, Twin linked rokkit launcha +5pts, Gattling big shoota +12pts, or Gattling rokkit launcha +10pts), and one (Zzap gun +20pts, Kannon +20pts, or Lobba +20pts).
Options: a gun wagon can take an options allowed from the ork vehicle upgrades.


Add the clan rules in there and you should be good to go.
   
Made in us
Krazed Killa Kan






South NJ/Philly

you know what I want in the new Ork codex (and I'm going to rant here)....a FREAKIN POWER WEAPON!

Every other army that can even have a hint at being a CC army gets normal simple Power Weapons or can ignore armor saves. My Warboss can only get a Choppa or a PK. I get to waste his I, especially with him on the charge if I want to ignore armor saves. I don't want Warbosses to get access to "Burnas", no I want a simple one handed power weapon so I can get my +1 for two CCW's.

Is that so much to ask? I mean really, is it that terribly unbalancing if my Warboss or Nobs could take power weapons? Playing against other CC armies and lacking because they can use high I power weapons at a decent strength (S4) is really really annoying.

   
Made in us
Regular Dakkanaut




Tyranids don't have powerweapons. They have monstrous creatures and rending claws. For years I've thought that raveners, lictors, and tyranid warriors should get powerweapons.

(Don't even think of mentioning the broodlord. That's like claiming burnas are powerweapons for orks)

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

Three minor thoughts:

1) Change the big choppa to a double S choppa that strikes at initiative.

2) Give Slugga mobz the option to take up to 3 big choppas.

3) Maybe Skarboyz get even more big choppas.

But I still think some points drops and more cover saves (grots or KFFs) would do most of the work toward making footsloggas more competitive.


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Made in de
Dominating Dominatrix






Piercing the heavens

how about more variations fot the HQ, just like marines and Guard have. maybe something like
Ork Warboss, same Profile
Ork Warlord, KG 5, BS 2, S6, T5, W4, I4, A5, this way, a fully grown Ork Lord could smash even some Chapter Masters easily

how about giving the Big Mek and the Pain Boss, the possibility to get as big as a "normal" Warboss.
   
Made in us
Fresh-Faced New User




Hey for you Ork Players out there I was getting board waiting for our Codex {New Ork} to come out

so I jotted this down please take a look and tell me what you think even if you are not an Ork Play.

 ~Happy a.k.a. Dewarboss

 

H/Q: Warlord: Starting Points = 100pts

Stats:  <st1:street><st1:address>Ws-6 Bs-2 St</st1:address></st1:street>-5 T-5/6 W-4 I-4 A-4 Ld-9

Gear: It can take a Trukk or Battlewagon as its transport And if he doesn't take a Retinue any Troop choice as long as there is room for every models to ride in it with or with out the

Warlord being on board.  In addition, the Warlord has the same effect on his War band as if he were accompanied by banner wavers caring both Boss Pole & Waaagh Banner.  The only difference is any model on foot (not orkz riding Boars or Squigz) Within 18" of the Warlord as long as the Warlord is on {foot/Bike/Boar/Squig} On the other hand, open top Vehicle, but not if he is in a Vehicle with an Armored top or looted Tanks these vehicles prevent the banner from being recognized by the routing Orks] can re-role the Mobz count role, Waaaagh  when going into assault and Mob up role with him of and Mobz on foot that  is not already routing. Plus just like Tyranids the Orks within 18” of the Warlord Mobz rout towards the Warlords position.  They do not have to Mobz up with him or His mob. But if his is in a vehicle when they get within 2” of the

Warlord or his Mob and there is no room for the routing Orks they are treaded  as being dead due to being run over by the vehicle. (This rule applies even if the H/Q mob is in a immobilized Vehicle. Every Ork option must have a draw back. On the other hand not model, mobbing up with the Warlord has to role to Mob up. At the start of the turn after any roles like fixing immobilized vehicles the Routing models role their routing distance and as long as the distance routed ends with them being 2” away from the Warboss or either Banner Waver the auto Mob with him.

 

 

H/Q:  Pain Boss: 30pts

Stats:  <st1:street><st1:address>Ws-3 Bs-2 St</st1:address></st1:street>-4 T-4/5 W-3 I-5 A-4 Ld-7

Has a 4 to 10 Cybork Boyz 12pts who are geared up the same but stats are a little different

 Stats:  Ws-3 Bs-2 St-5  T-5 W-1 I-2 A-3 Ld-6  Sv; I5 But if the Big Doc Dies the Cybork fall under the  STUPIDITY just like CHAOS SPAWNS.

Or

Four Ork Interns/EMT’S 12pts All geared up with Bionic arms and Uge Syringes.

Stats:  <st1:street><st1:address>Ws-3 Bs-2 St</st1:address></st1:street>-3/4 T-4 W-I I-4 A-2 Ld-6 Sv-6

The Big Doc is always mounted in a Gunnz Wagon {F 12/S 11/R 10} the crew capacity of 12.  This is an Agile/Open Top Vehicle meaning that it moves up to 12” but can shoot all weapons

With strength 6 and below.  It can have all ork vehicle upgrades plus 2 Bolt On Big Shooter.  Special rule: during the movement phase the Big doc and EMT’s disembark for the Gun-Wagon, they do not have to be in squad coherencies just stay within 4” of the vehicle.   Any dead orks or member of the ork army that they come within base contact and or 1” during the Assault phase they stand up on a d6 role of 5 for the Interns and 4 for those Orks in base contact to the Doc as long as the Doc’s mobz is not in tangled or in assault. At the end of that assault phase the healed model role a d6 to move towards squad coherencies and or no longer part of their original Mobz any more and makes up a new mobz.  The Big and EMT’s can make a consolidation role at that time. The Big Doc and role the their consolidation d6 separately.  Their Move must Be made to get back into the Gunn Wagon.

 

H/Q: Clan boss/ Warboss: Starting Points = 60pts

Stats:  <st1:street><st1:address>Ws-5 Bs-2 St</st1:address></st1:street>-5 T-4/5 W-3 I-4 A-4 Ld-8

Unless you were playing a 2000 + point Match you can not take a Warlord and Warboss at the

Same time.  Warlord would spend too much time watching his back so as to keep the Warboss from trying to stick it to him.  This would make it difficult for him to lead the Waaagh properly. The Warboss can take a Trukk, Gun-wagon, or Battlewagon and transport.

 The Clan Boss of Snake Bite, Goff, and his Body Guard can be mounted on Ork War Bike.

 

H/Q: Big Mek: 50pts

Ws-3 Bs-4 St-4 T-4 W-2 I-3 A-3 Ld-8

Will stay pretty much the Same and the but now comes with a Kustom Force Field for Mek Tools and 4 Grot Shop Helpers for free.  With 4 helpers he can work the Force field And carry a Two handed weapon as well.  Firing the weapon and using the Force field simultaneously, plus he fix things on a 2.  The Big Mek and his Body Guard can be mounted on Death Kopsas or take a Trukk, Gun-wagon, or Battlewagon.  Plus with a Big Mek as part of your army you may upgrade and Mobz with ‘Eavy Armour for 5pts each models.

 

H/Q: POSSESSED Warpheadz 75pts

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Only Snake Bite, Death skull and Guff Ork clans can Have this Ork as apart of their army list.[/i][/b]                        Ws-3 Bs-4 St-4 T-4 W-2 I-3 A-3 Ld-8 and is Fearless

With the Psychic Vomit and Gork’ll Get ‘Em not being effected the profile of the Possessed Werdboy will alter according to the Nature Of the Possessing Daemon. The Profiles Listed here covers the most the likely possessing daemons encountered by the Orks.  Randomly determine the possessing daemon before the match begins, by rolling  two d6; Khornate Daemons are more easily and commonly trapped in the Orks psyche than any  other kind.  Note even with Khorn  note being a Chaos Faith that does not uses  Psyche Power; however the Ork WarpHeadz does not loose his standard  Powers.  This was taken loosely form the GW Freebooters Space Ork army Lists Book.     <strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">2d6: [/i][/b]

2 - Flesh hound

3 – Screamer

4 – Bloodthirsty

5 – Plague bearer

6 – Blood letter

7 – Flamers

8 -  Fleshound

9 -  Furies

10 - Blood letter

11- Daemonette

12 – Flesh hound

 

Orks will not mob up or join the Possessed Warpheadz so the only Mobz that will  party with this Ork is Grots …. As a retinue this Warpheadz can take up to 10 to 30 Grots

Stats Ws-2 Bs-2 St-2 T-2 W-1 I-3 A-1 Ld-5 they may have two close combat weapons or Grot Blasta but not both.

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b] 0-2 Big Boss: 30pts

Stats:  <st1:street><st1:address>Ws-4 Bs-2 St</st1:address></st1:street>-5  T-4  W-2 I-3 A-3 Ld-8

Big Bosses are bullies and push their boyz harder that most Nobz leader;

Hence, they become rougher Mobz.  Any Mobz lead by a Big Boss gain

+1 strength at 2pts per model for all models in the mobz (That would

includes and Boss pole Banner Wavers And or Attack Squigs that may

be taken as war gear.  Moreover, yes Skarr Boyz would be ST-5.

Big Boss will not lead StormBoyz….These Nobz are afraid of flying.

If this type of Boss has been taken for a Mobz they become an Elite choice if not already an Elite.

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b] 02:Flash Glitz Boss: 30pts

Stats:  <st1:street><st1:address>Ws-4 Bs-2 St</st1:address></st1:street>-4  T-4  W-3 I-3 A-3 Ld-7 Sv-5

You may take two of the following  Kustom upgrades such as Blasta 2pts/Dakka 3pts/Shootrie 1pt.  can take 4 special weapon vice 3 like normal Mobz and must be Mounted in a vehicle.  The Mob can take a Trukk or Battlewagon as its transport.  If a Flash Glitz Boss has been taken for a Mobz they become an Elite choice, even if they were Troops.  Storm Boyz may not take a Flash Glitz as their Boss cause a Glitz Boss likes to role into battle in stile.

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b] Lootas no change just count as elite and when rolling to hit on a 1 or 2 the gun jams and may not be fired next turn.  Plus the Ork will loose one attack if assaulting or

Gets assaulted during that turn.

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b] Skarr Boyz 10pts now and if you take just one mob of Skarr Boyz you may take 30 orks in the Mobz vice 20.

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b]  Storm Boyz no change.

 

 

 

<strong style="mso-bidi-font-weight: normal">Elite:[/b] Telly-Porta Boyz: 5 to 30 11pts per Model + Freebooters Backstabber Nob: 35pts

Due to the make up of the Telly-porta being crewed mainly of the Criminals of Orks society.

The Backstabber Boss never knows what type of Orks he is going into battle with at the start of the match roll a d6  and these are  stats of the Mob

Gear, Choppas/Sluggas/Frags/Krak

1-2 = Stats:  <st1:street><st1:address>Ws-4 Bs-2 St</st1:address></st1:street>-4  T-4  W-1 I-2 A-2+1 Ld-7 Sv-0

3-4 = Stats:  <st1:street><st1:address>Ws-2 Bs-3 St</st1:address></st1:street>-3  T-4  W-1 I-2 A-1+1 Ld-7 Sv-5

5-6 = Stats:  <st1:street><st1:address>Ws-3 Bs-3 St</st1:address></st1:street>-4  T-4  W-1 I-3 A-2+1 Ld-7 Sv-6

The Mob of Telly Porta  Boyz Must deploys using the Deep Strike rules. Regardless of the scenario would normally  allow them to or not.  On the turn they arrive the Telly Porta Boyz will automatically open fire around them.   Even in the event that the Ork Play rolls a Hit on the deviation dice, his Telly Porta Boyz will only shoot in the direction the arrow on the Hit dice points.

  

<strong style="mso-bidi-font-weight: normal">Drill Boss:[/b] 25pts

 Stats:  <st1:street><st1:address>Ws-4 Bs-4 St</st1:address></st1:street>-4  T-4  W-2 I-3 A-3 Ld-8

Drill Bosses Love shooting things up.  Any Mobz Lead by a Drill Boss gains

+1 to their BS.  Stormboyz or Biker Boyz  that Mobz count is 10 or more get

a Drill Boss for *Free*  but do have to pay for whatever gear he takes into battle.

In addition, stormboyz that discards their Rocket Packs count as Troops

But the still coast 15pts per Model and Get frag Stikk bombz for free for the

Whole mob. The can perches Krak for 2pts per model.

 

  

<strong style="mso-bidi-font-weight: normal">Bad Doc:[/b] 25pts

Stats:  <st1:street><st1:address>Ws-3 Bs-2 St</st1:address></st1:street>-3  T-4  W-3 I-4 A-2 Ld-6

Any unit that is Lead by a Pain Boss gains +1 to their Toughness for

 1pts per model within that mod you must spend 1 point for the Pain Boss

Even though he is not using the drug as well.

At the beginning of the Match before the players role to see who

Goes first, the Ork play roles for ever model in the Mobz including

Grot  helpers, but not the Pain Boss (He is not stupid enough to take

That stuff). One a 2+ the model gains +1 toughness.  On a role of 1

The model is dead and no armor save is allowed. This would also

Include any Nobz that are wearing Mega armor if a Pain Boss was

Taken as part of an Warlord or Warboss Retinue.

If the player roles ten or more 1’s he can choose to kill the Pain Boss

Instead of the Boyz in the Mobz, Hence the Pain Boss having a Leadership of 6 and after the Mob Mobs the Pain Boss to death the units Ld remains 6.

The Boyz just did not want that  juiced inject into them.

 

  

<strong style="mso-bidi-font-weight: normal">Mek:[/b] 25pts

Stats:  Ws-4 Bs-3 St-4  T-4  W-2 I-3 A-3 Ld-7 re-role

Boyz love working under Mek Bosses, Hence his re-role for leader ship.

In addition, Mobz lead by a Mek Boss can take 3 special weapon to include Kustom Mega Blasts. In addition, they can upgrade there weapons as follows:

Shoota Only can take one of the Kustom upgrade such as Blasta 2pts/Dakka 3pts/Shootrie1pt.

Plus any Troopers using choppas will get Choppaz that have been harden  and sharpened so when rolling to hit on a 6 they auto wound. Note Kommandos still can Infiltrate even if the Mek is part of the Mobz.

 

<strong style="mso-bidi-font-weight: normal">Freebooters Backstabber Nob: 35pts [/b]

Stats:  <st1:street><st1:address>Ws-4 Bs-2 St</st1:address></st1:street>-4  T-4  W-2 I-3 A-3 Ld-7 Sv-5

This Ork is the most hateful Ork in all the War band,  Ork Mobz that are lead by him get a Hit and run skill, plus they always regroup just like the Space Marines.  A lot of Blood Axe Warboss hire almost as many of these Backstabber to Lead there Kommandos Mobz as Drill Boss Nobz.   Keeping them far in the front where they can see them so they don’t get stab in the back.  Plus Free Boota Backstabbers Nob never have to role a last man standing due to them being accustom to being alone.

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Troops: Runtherdz Freebooters [/i][/b]

Stats:  <st1:street><st1:address>Ws-3 Bs-2 St</st1:address></st1:street>-3  T-4  W-2 I-3 A-3 Ld-8 Sv-5

These Orks come with four different philosophies you pick a type and these are the four Grot Mobz you can choose from

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Trakka Grots[/i][/b]:  \ Stats:  <st1:street><st1:address>Ws-2 Bs-3 St</st1:address></st1:street>-2 T-2 W-1 I-3 A-1 Ld-5 Sv-0

 Infiltrators and & Slippery plus Better Footing {the Grot Mobz may re-roll their difficult ground. Push they may move impassable terrain as well} the are caring Blunder bustas

 *Blunder Bustas/bird shot 12” Str-2 AP 0 Assault-3 how ever the shooting Ignoring cover saves*

For 1 point per model each Grot can mount a “Spleen Ripper” onto his Blunder Bustas like a Bayonet giving the Grot one strength 3 attack in the assault.  I one Grot uses the Spleen Ripper they all must do so.  This means no +1 attack when the Grot mob assaults.  .  Feet & Leg paint of Red the Mob now adds +1” to every movement the unit makes movement/assault/rout/consolidate for 2pts per model.

 

<strong style="mso-bidi-font-weight: normal">0-2<em style="mso-bidi-font-style: normal">Skrappa Grots: [/i][/b] \ Stats:  <st1:street><st1:address>Ws-3 Bs-2 St</st1:address></st1:street>-3 T-2 W-1 I-3 A-1 Ld-5 Sv-6

The Slaver uses the same rules as the Freebooter Backstabber Nobz.  Just like the Hard Hitters, the Scrapes can have a Mek accompany the Grot mobz.  If there is a Mek in the Mobz the grots can be gear up with Squig Bombz at 1 point per Model.  For every 5 GROT in the Mob during the Shooting phase they glitz to throw a Bombz  This Squig Bombz stats is as follows:  8” guest Str-2 no cover save allowed.  On the turn the Squig bombz are used the Grots Mobz count as having Frag Stikk Bombz.   They are skilled in being Slippery plus Skrappa can remove mine fields.  Feet & Leg paint of Red the Mob now adds +1” to every movement the unit makes movement / assault / routing / consolidate for 2pts per model.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">   [/i][/b]

<strong style="mso-bidi-font-weight: normal">0-1<em style="mso-bidi-font-style: normal"> Lootas Grots;[/i][/b] \ Stats:  <st1:street><st1:address>Ws-2 Bs-3 St</st1:address></st1:street>-2 T-3 W-1 I-2 A-2 Ld-6 Sv-5

Loota Mobz can take one of the following type of pistols per model in the Grot Mobz: This is in conjunction with the Grot Blasta which gives +1 to the Grots Attack which is. The whole mobz must be geared up with all the same strength type of pistols Already included in the Grots stat.

<em style="mso-bidi-font-style: normal">Bolt Pistol/Shuriken Pistol[/i] 4pts per Grot

<em style="mso-bidi-font-style: normal">Splinter Pistol/ Hell Pistol[/i] 3pts per Grot

<em style="mso-bidi-font-style: normal">Auto pistol/ Laspistol[/i] 2pts per Grot

Now is a one is rolled during the shooting phase that grot’s gun is jammed and may not be shoot next turn. Plus that Grot looses an attack if that Mobz assaults in the Assault phase. Feet & Leg paint of Red the Mob now adds +1” to every movement the unit makes movement, assault, rout, and consolidate for 2pts per model.

 

 

<strong style="mso-bidi-font-weight: normal">0-2[/b] <strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Shock Attack Grot Gunners: [/i][/b] \ Stats:  <st1:street><st1:address>Ws-2 Bs-3 St</st1:address></st1:street>-2 T-2 W-1 I-2 A-1 Ld-5 Sv-5

This mobz is made up of grots 10 Grot gunners and Mek, the Mob may take a Slaver.  Plus four Shock attack Gunz,  The rules for these gunz  work as follows:  The rang is Indirect 24”  the player selects a point that is no further than 24” from one of the gunz in the Mobz and places a token on that spot.  One shot token form the three remaining Gunz is placed no further than 2” from the first shot.

After all four shots  have been made then role 2d6 and the deviation dice for each token and move them in that direction the full distance of the 2d6.  Any model that has been hit at that point by the token takes a Str-4 AP-0 hit.  The Token is not removed; however, at the start of the other players turn Role a d6  on a 1 it is a dud and remove the token,  on a 2 it is ticking and stays there and role again at the beginning of both players turn as if the round has just been fired. On a 3 to 5 the round goes off and causes a Str-5 Small Blast AP-5,  and on a 6 the round blows up and is Str-6 AP-4 big Blast template.

   

 

<strong style="mso-bidi-font-weight: normal">Troop Types [/b]

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Shoota boyz[/i][/b], all the same but are allowed four special weapons vice three.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Slugga Boyz,[/i][/b] all the same but are able to be up graded to Stikk Slugga: Frag/Krak at cost.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Tank Busta boyz[/i][/b] no Change but they get a Save of 5+.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">0-2 Grot Big Gunz Crew[/i][/b] no change but is now a Troop choice

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Burna Boyz[/i][/b] no change.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Wild Boyz. [/i][/b]Stats:  <st1:street><st1:address>Ws-3 Bs-3 St</st1:address></st1:street>-3  T-4  W-1 I-3 A-1+1 Ld-6 Sv-5I

10 to 40 Orks in the mob.  They can have any of the Nobz/Mek/Doc

Gear: 2 choppas and they can take Blue face paint for 3pts for a Invulnerable saving throws. The works even against any C-tan and their weapons.  Feet & Leg paint of Red the Mob now adds +1” to every movement the unit makes movement/assault/rout/consolidate for 2pts per model.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Huntas / Trappers[/i][/b]

Stats:  Ws-3 Bs-3 St-3 T-4 W-1 I-2 A-2 Ld-7 Sv-6, Plus they receive a cover save of 6 even in the open.  No longer two different type of Mobz. This mob has both squads’ skills but during the shooting phase this Mobz can sets up a Booby trap for ever 3 Orks in the Mobz.

 

<strong style="mso-bidi-font-weight: normal"><em style="mso-bidi-font-style: normal">Mad Boyz[/i][/b] all the same but in addition to the Pigdoc, the Mob May also one Mad boy may be up graded to a Weurdboy at 30pts.  If the Weurdboy is included in the Mad Boyz Mob you may re-roll their Mad boy Disturbed Behavior, but on a roll of 3 or less the Mobz is still Disturbed.  .  Feet & Leg paint of Red the Mob now adds +1” to every movement the unit makes movement/assault/rout/consolidate for 2pts per model.

 

 

<strong style="mso-bidi-font-weight: normal">FAST[/b]: Ork War bikes: no change other than the Nob can swap out his Twin link Big shoota with a

Twin linked Rokkit or Mega Blasta.

 

<strong style="mso-bidi-font-weight: normal">FAST[/b]: Trukk Boyz: 10pts per models and now they can take frag stick Bombz.

Plus, the Trukks can now take a Skorter

 

<strong style="mso-bidi-font-weight: normal">FAST[/b]: ORK BUGGY SQUADRANS: No change other than the Squadron may number from 3 to 5 at a starting point of 25pts + the point of the weapon system.

 

<strong style="mso-bidi-font-weight: normal">FAST:[/b] Death Koptas the Squadron may number from 3 to 5 Meks all at a starting point of 20pts + the point of the weapon system. They may take the same weapon as Ork Buggy Squadrons and do not have to have the same weapon.

 

<strong style="mso-bidi-font-weight: normal">FAST[/b]: 0-1 Fighter-Bomber Raid 25pts

If the Player takes a Evil Sunz or Blood Axe they may select a Bommerz Raid.

 

 

<strong style="mso-bidi-font-weight: normal">Heavy: 0-2 [/b]Gunz Wagon 70pts

 

<strong style="mso-bidi-font-weight: normal">Heavy: [/b] Gunztrukks no change

<strong style="mso-bidi-font-weight: normal">   [/b]

<strong style="mso-bidi-font-weight: normal">Heavy:[/b]  0-1 <st1:city><st1:place>Battle</st1:place></st1:city> Wagon  no change

 

<strong style="mso-bidi-font-weight: normal">Heavy:[/b] Killer Kanz same stats; However,  they are now I-3.   PLUS being that the Kanz counts as 5 models and you may now role  the Waaaagh on turns that they assault.

 

<strong style="mso-bidi-font-weight: normal">Heavy:[/b] Ork Stompas  Fr.-14  Sd.-13  Rr.-12   I-2 Str-10 Monstrous creater.

Plus a lot of Gunz.

 

<strong style="mso-bidi-font-weight: normal">Heavy:[/b] Looted Vehicle no change

   
Made in us
Regular Dakkanaut




Right now, Tyranids can do everything that Orks do better and for less points.


Your wrong wrong wrong wrong.

I have 2 (two) armies. Orks and tyranids. Orks are better at a lot of things than bugs. Orks outshoot tyranids, they have superior antitank, and they have HIDDEN POWERKLAWS. Do you have any idea how huge that is? It's like having a carnifex in every squad. Just don't get me started, because that's not even scratching the surface.

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
Made in us
Lurking Gaunt




The short answer...

What the Ork Codex needs is to be written, printed and released without waiting for new sculpts. Let the sculpts catch up later if needed.
   
 
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