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It seems that the new ork codex is nice in many ways but doesn't explore all the potential fun possible or match up to competitive armies very well.
Rather than re-write the codex, I'd like to try and 'fix' as many of it's issues as possible with a codex supplement, offering alternative warlord traits, detachments, formations and unique wargear.
Technically, this will probably be several supplements, possibly themed around the ork clans.
So, first of all, I need to identify what we actually want...
Characters who can survive in challenges with high-tier opponents is a big one that I see a lot of demand for. This could mean a personal invulnerable save, improved FNP, bonuses to wounds and toughness, weapons capable of striking first, or any number of other things. The best way to implement this is probably unique wargear items, although a warlord trait table which consists mostly or entirely of personal combat buffs would also work well.
Survivable troops is another much demanded option. A unique version of the KFF which offers better protection would be nice, as would a formation which offers feel no pain in large quantities.
Vehicles which give the passengers a decent chance of getting out alive seems like a good bonus for a speed freaks / evils suns detachment. Something similar to the old ramshackle rule for trukks would work fine.
Crowded heavy support choices can be fixed with alternative detachments or a formation for the more popular options.
Bikes as troops could be handled with a formation which gives bikes Objective Secured, or possibly a detachment which makes fast attack the compulsory choice with a slightly less effective command bonus.
As a very rough idea, how about formations like this:
Evil Suns Warband
Formation:
1 Warboss
1-3 Meks
1-3 units of Ork Boyz
1 unit of Nobs
1-3 units of Warbikers
0-2 units of Deffkoptas
1 unit of Warbuggies
Restrictions:
Any unit with the Infantry unit type that can purchase a Dedicated Transport must do so.
All vehicles which can purchase a Red Paint Job must do so.
Command Benefits:
Boss of da Waaagh!
If the Warboss of this formation is your Warlord, you may choose to re-roll the result from the Warlord Trait Table.
Fast & Furiorkz!
Units from this formation may disembark from a transport during the movement phase even if it has moved more than 6”. After doing so, they must take a Dangerous Terrain test.
Red Haze!
Units from this formation that start their Movement Phase embarked on a vehicle have the Fearless special rule until the start of their next Movement Phase.
Full Throttle!
During a turn in which a Waaagh! Was called units from this formation with the Bike or Jetbike unit type may Turbo Boost in the Shooting Phase and then Charge in the Assault Phase.
seems good, but I'd say the "fast and furiorks" rule needs to say they cannot benefit from boarding planks this turn, as moving 12" disembariking 6" running 1-6" and charging 4-14" gives a ludicrous assault range of 38"! this basically guarantees a first-turn charge, even without the run.
I'd make "Full Throttle" allow the bikers to turbo-boost into combat instead of charging. so a guaranteed 12" charge for bikes and 24" (!) for koptas. could also give the hammer of wrath hits shred this turn.
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Force fields; a Deff Skull one which grants shrouded, a Bad Moon one which offers a D6+ save (malfunctions on a 1), an Evil Suns one which starts out powerful but gets worse (got to use it as quick as possible) and a looted Storm Shield for the blood axes.
Bioniks; time to check out Ere We Go for ideas. Random stat changes could be fun - a bionik eye which gives D6BS or a squig-juice injector which gives D6 I.
Mounts and armour; Killkopta for Evil Suns, plus maybe a lightweight suit of 'supa armour' which offers a good save but still allows a bike to be ridden. Cyboar for the Snakebites, obviously. Some kind of ridiculously huge mega-armour for the bad moons. Jump pack for the Goffs or Blood Axes? Someone should get the option of a chariot.
Guns; master-crafted combi-melta or similar for the blood axes, haywire gun for the deff skulls (leaves more left to loot), graviton for the Bad Moons, maybe a lance weapon of some kind for the Evil Suns?
Close combat weapons; Snakebites get a choppa with the 3rd edition choppa rule (because they are the retro clan).
Banners and stuff; snakebites get a banner which gives something similar to the old mob rule (units of the same unit type within 12" or so fall back towards the banner bearer, any who get into coherency join his unit).
I'd love to see them done as a formation seeing as how strict the klans are (relative to other Orks).
Something along the following lines:
Bad Moon Free Bootaz:
1 X Warboss (or named Badrukk equivalent)
Maybe 1 X Big Mek to keep everything all shiny?
1+ Flash Gits Mob
2+ Shoota Boyz (must take 'eavy armor)
1X Morkanaut
2X Mek guns
Shoota boyz get a kustom job on their guns, all squads must be led by a Nob who must take at least X points of upgrades. Morkanaut, Warboss, and Big Mek must also take minimum X points or upgrades.
Snake Bites:
1 X Warboss
1 X Weirdboy
1 X Painboy
3 X Slugga boyz
3 X Grots
Cannot be in an army that includes Meks of any type, Bikes, or any vehecles. Mek guns must be lobbas. Some sort of Boar rider and squiggoth options. Maybe move through cover or stealth (jungle)?
Blood Axes
1 X Snikkrot
2 X Kommandos
1 X Shoota Boyz
1 x Slugga Boyz
May (must?) take a vehicle from codex AM, BS of said vehicle is reduced to 2. Kommandos have Objective Secured. Can infiltrate/scout move a bunch of their army?
Deff Skulls:
2 X Big Meks
4 X Meks
2 X Lootas
2 X Looted Wagons
1 X grots
2 X Boys
Some Mek guns maybe?
Lootas have Objective secured, however, if an allied unit is within 6" of a Deff Skull unit, that unit is no longer scoring, or takes a pinning test or something (basically the Deff Skulls going "Dis 'ere is mine! MINE!!)
Evil Sunz Kult of Speed:
1 X Warboss on a bike
1 X Big Mek on a bike
Other Meks on bikes?
1 X Nobz on bikes
2 X Bike squad
2 X Boys in Trukks
1 X Buggies
1 X Deff koptas
Can't be allied with an army that includes walkers of any type, battlewagons, looted wagons, or un-mounted infantry. All units are contesting within 6" instead of 3", but can never be Objective Secured for any reason (I ain't sitting on this little bit o land). Maybe some scout moves?
Also, maybe play with the allies chart a bit? Blood axes, Deff Skulls, and Bad Moons are AOC with everyone but 'Nids (Other Orks don't trust the slippery buggers).
It just seems that when you look at the old Klan rules, and how they worked/restricted your army, they seem perfectly suited to how formations work.
I think I'm probably going to do one detachment ('tribe') and one formation ('warband') for each clan.
Formations will have totally fixed unit lists, detachments will be much more flexible, but have lesser command benefits.
Need to draw up a list of which units are iconic for each clan...
Bad Moons: Weirdboy, Mega Armour Nobs, Flash Gits, Mek Guns, Battlewagons, Killa Kans and Dreads?
Blood Axes: Kommandos and Meks. They used to be able to take more ogryns than other orks and human mercenaries, so possibly either allow them to take some Astra Militarum units or shift their ally status with Imperial forces.
Snakebites: Painboys, Weirdboys, Boys and Gretchin. Almost all the specialist units are very unsuitable for Snakebites.
Automatically Appended Next Post: Trying to come up with a rule for the Blood Axes allies:
Blood Axe formations and detachments may contain units from the Orks or Astra Militarum factions, although they may not contain any units with the HQ or Lord of War Battlefield roles from the Astra Militarum and must contain at least two ork units for each Astra Militarum unit. Militarum Tempestus units may never be taken as part of a Blood Axe detachment.
All units from a Blood Axe detachment or formation treat all other units from a Blood Axe detachment or formation as Battle Brothers, regardless of which faction they belong to.
Furthermore all units from a Blood Axe detachment or formation are considered to be Allies of Convenience with all units from the Armies of the Imperium, Dark Eldar, Orks and Tau Empire factions except those who are also part of a Blood Axe detachment or formation.
Astra Militarum units may not gain the Feel No Pain rule as a result of being joined by an Ork with Dok's Tools. Human (and even abhuman) anatomy is not capable of withstanding ork medicine.
Is that too complicated?
Automatically Appended Next Post: I think I've managed to narrow it down enough that it's playable without losing too much flavour...
Blood Axe Warband
Faction: Orks/Astra Militarum
A Blood Axe Warband consists of the following units:
1 Ork Warboss
1 Ork Mek
1 unit of Ork Nobs
3 units of Ork Boys
3 units of Ork Kommandos
1 Astra Militarum Infantry Platoon
1 unit of Astra Militarum Ogryns
Formation Special Rules:
Boss of da Waaagh!
Fraternizin wid da Enemee: all units from this formation treat all other units from this formation as Battle Brothers, regardless of faction, but treat all units not from this formation who would otherwise be Battle Brothers as Allies of Convenience instead.
Objektiv Sekured: all Kommando units in this formation have the Objective Secured rule.
Bad Influenz: If the Warboss from this formation is your warlord, during any turn in which he calls a Waaagh! all Astra Militarum units in this formation gain the Furious Charge rule and all Ork units in this formation may re-roll any Leadership tests they are required to make.
This message was edited 2 times. Last update was at 2014/06/26 19:08:01
I like the idea of reintroducing missing and older special characters through unique formations.
Just the first quick idea I had;
Nazdreg's Snazzboyz - Nazdreg Ug Urdgrub - 2 units of Flash Gitz - 1 unit of Mega Armour Nobz - 3 units of Ork Boyz
Formation Special Rules:
-Flash Gitz auto-upgrade their Snazzguns to "Snazzblastaz" for free. "Snazzblastaz" have the same stats as Snazzgunz except: can re-roll the random D6AP value once, adds Gets Hot universal rule. (In the same vein of Nazdreg's plasma-tastic "Kustom Blasta-X")
-Nobz in Ork Boy units can purchase a Snazzgun for +? points.
- - - - - - -
How does that sound? I would also do similar formations for Wazdakka Gutsmek, Old Zogwort and Tuska the Daemon-killa as well.
EDIT - more quick-fire thoughts:
-Dread Mobz (Big Mek plus Dreads and Killa-Kans as scoring / denial units) -Rebel Grotz (Grot Tanks & Mega-Tanks included) -Mekboy Junkaz (use Looted Wagons as a base, but swap main weapon options for Shock Attack Gun, Kustom Force Field and the new Mek Gunz) -Feral Orks (Boarboyz / Cyboarz, Squig Herdz, Junka Trukks etc.) -Weirdboyz Enklave (with Minderz and Madboyz)
This message was edited 3 times. Last update was at 2014/07/05 19:52:54
I don't think that only Blood Axes should be allowed to loot leman russes. Any ork tribe would be walloping IG, so they would all get a chance to loot some. Also, some special characters would be nice.
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
I personally prefer shorter and simpler house rules, but you certainly got the character of the Blood Axes right!
I like the new Detachment with the scoring Kommandos, although I would of separated your Formation into a Kommando and a Stormboy one - both would have access to optional Imperial Guard & Ogryns.
Good work all round though, I like the little fluff tidbits for the Relics.
A small ork formation I thought of. Its some mad doks turned renegade (and even more insane) hiring themselves out to ruthless ork bosses for teef, bodyparts and "patients".
Mad doks speriments and speshul projekts
1-3 Painbosses
1 cybork slasha unit*
3 boyz mobs
1 grot mob
Restrictions: No boyz mob may upgrade a model to a nob.
All boyz mob must have atleast 1 runtherd for every 10 models.
Formation benefits:
Grot eads.
Shoota boyz are in fact unlucky ork patients with grot brains transplated (or sometimes the whole grot head on the ork body). They keep the orks strength, toughness and saves, and exhanges all other stats with the grots own.
WS2 BS3 S3 T4 W1 I2 A1 LD5 6+
They loose ere we go, furios charge and mob rule. But may take options as normal, barring the nob restriction.
Squigbrains
If slugga boyz are chosen they are in fact squigbrained orks.
They Loose ere we go, mobrule, stikkbombs and the ability to fire any ranged weapons. They gain fleet, move through cover and counter assault.
Mob of orderlies.. and spareparts
If a Painboss is within 6" of a grots mob, he may, once per turn remove a grot model to allow his unit to reroll a failed Fnp roll.
*Cybork slashas are from FW dredmob list. They should ofcourse be upgraded to 7th ed codex standard. Meaning they replace waagh with ere we go, removes the painboy and turns a single cybork slasha into a character with the option of a bosspole, they all gain stikkbombs at no extra cost. Prices should be like the new codex for weapons and armour. They cost 23pts per model and have a unit size of 4-10 http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Some more formations, Ive already posted them, but didnt get any feedback.
Weirdboy traveling circus
A roaming band of lunatics and madmen have found their way to the Ork warlord. This is seen as a lucky sign as long as the boss can direct their jingling, howling and green blasts of energy in the general direction of the enemy
Restrictions
All weirdboyz/warpheads must be attached to 1 or more boyz mobs. They cant leave their mob, until they are the last surviving orks.
The battle wagon must purchase the killkannon upgrade.
Only Weirdboyz and mad dok grotsnik can join the formation.
Formation benefits:
Weirdboy battle tower
The battlewagon killkannon is actually a sturdy tower home to a crazed weirdboy, it uses the "da krunch" waagh power profile. The battle tower creates 1 warp charge. If a weapons destroyed result hits the killkannon it also destroys the 1 warp charge generator. The battlewagon counts as a psykic vehicle as long at it has its killkannon.
Madboyz
All the boyz mobz a raving madmen, called madboyz. Roll a die at start of turn, on a 1 the boyz counts as if having failed a blind test. On a 6 they are fearless until the beginning of their next turn.
Wyrm killa gang
The snakebite tribe called "wyrm killas" are known for breeding and releasing tyranid organisms on whatever planet they happen to land on. Wym killa mobs then give the tyranid creeps a headstart, before they begin their hunt of them and whatever enemy happens to be in the vicinity. (ork codex page 20)
Formation composition:
1-2 Nobz mobs
1-3 broods of hormagaunts/termagants/gargoyles in any composition
Restriction:
The nobz mobs cannot choose bikes nor dedicated transports.
Tyranid broods are still come the apocalypse, even though they are part of an ork formation.
Formation benefits:
Wyrm killa huntas
all Nobz gain monster hunter and infiltrate USR
Masta slava
The boss Nobz are runtherd bosses, and each carry a grabba stick.
Wyrmlings
All tyranid organisms gain the infiltrate USR. And looses instinctive behaviour.
Grot scrap gang
[i]A shrieking teeming mass of grots and snotlings scamper about their favorite Kans, which in turn bellow out insults in high pitched mechanical voices to the enemy"
Formation composition:
1 killa kan mob of 6 models
3 grot mobs
Restrictions:
Boss kan must purchase extra armour and grot riggers
Formation benefits:
Boss Kan
One killa kan gains the status of "boss kan" gains the Character (ch) USR and 1 extra HP. And adds +1 to "cowardly grots!" rolls, this does not stack with the +1 from nearby Deff dreads.
Swarming riggers
When killa kans are within 6" of one or more grots, they can reroll failed IWNDUSR rolls.
Grot Idols
Whenever a grot mob has one or more models within 6" of a killa kan the mob is stubborn.
Whimpering runts
If the Kan boss should be destroyed, all grot mobs within 6" of the killa kan mob must test for pinning.
I like your bloodaxes. Especially the new orky know wots, very flavourful and cool.
Maybe you should elaborate on how ork mobrule works if the only attached character is a human and you roll 2-3? Does he start beating the orks himself, because that sounds unlikely that the orks would roll with that.
This message was edited 2 times. Last update was at 2014/07/06 10:57:21
Britneyfan12 wrote: Maybe you should elaborate on how ork mobrule works if the only attached character is a human and you roll 2-3? Does he start beating the orks himself, because that sounds unlikely that the orks would roll with that.
Already covered by the basic Mob Rule text in the main codex; Mob Rule only applies if all models in the unit have it. Also, the latest version of my Blood Axe rules doesn't have any human independent characters.
Here's the 1st draft Goff supplement. Not quite as happy with it as the Blood Axe one. Bit less character, some stuff repeats a similar idea in a different way. Got the formatting sorted out though.
I like it, but it would be great if you could jam in some skarboyz somewhere.
Previously that was just some strength 4 boyz, but I dont think that would work out too well in this edition.
Maybe a warlord trait buffing a boyz mob with the ability to reroll 1s to wound? (kinda like strength 3,5 )
The boss boosta should have all the special rules of rokkit packs.
With the new planetstrike coming out, the dangerous terrain from running with rokkit packs will be a small price to pay to assault that Tau battleline as soon as you arrive.
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
So, a list of stuff which I need to fix with the Goffs...
Their special rule is really minor. They could use another one.
Skumdreg's Choppa and Da Deffdrill are a bit boring and the Choppa's special rule duplicates one of the warlord traits.
Nuzzgrond's Best Helmet probably has too many rules.
Bossboosta should give the same rules as a rokkit pack plus maybe a little more.
Vaskak's Boot is a bit pointless for a 'relic' item.
Skumsmasha duplicates the effect of Skumdreg's Choppa.
Goff Rokka just doesn't make much sense. I like the name, but the mechanics don't work and I've used Concussive too much anyway. Think I'll merge it with Deffenin Roar.
Command benefits need tweaking. Boss of Da Waaagh should allow re-rolls of Goff warlord traits too, maybe a different name.
Greenskin Hordes is just a cut-and-paste of a mechanic which wasn't good to begin with. Need to replace it with something more elegant. Hammer of Wrath on all characters maybe?
Skarboys should go back in. Easiest way is to simply upgrade one boyz unit in the formation.
Blood Axes could do with a couple of tweaks too. I'm not happy with the Bakkstabba warlord trait... think I might replace it with something which let's the warlord use Look Out Sir during a challenge, but with reduced chance of success. Most of the trophies could be jazzed up a little.
Goff Rokka - This ork is obsessed with loudness in all its forms, so much so that it boosts his warband's energy to unprecedented levels.
Randomly generate a power from The Power of The WAAAGH! at the start of the game. Any unit the warlord joins gains the brotherhood of sorcerers special rule with knowledge of that power.
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
For their general special rule, I would add an extra point of strength or an extra attack to the first unit's Hammer of Wrath attack in the game, or something like that.
Either that, or Ork Boyz become Skarboys (+1 Strength weren't they?) automatically. Having said that, it might be a tad overpowered. Maybe just the compulsory Troop choices are upgraded?)
I would prefer Goff Rockaz to be a separate Nob-equivalent unit entry or formation, mostly because they would be quite a fun thing to convert!
Da Deffdrill makes me think of Bioshock's Big Daddies, which is cool.
I did like the line about kicking landmines.
The Squig-kans have potential, do they have any previous mentions in the lore or is it your creation? I'm just think how they could be converted to standout from regular Kanz!
Squig-Brained Dreadnaughts were an option for Freebooter Mad Docs in Freebooterz.
Converting them is super simple: just replace a kan's gun arm with another close combat weapon. When I get round to Bad Moons, they will have the option for kans with two guns, so you have some use for the spare weapons.
Only one Nob may take a Power Klaw, and only if there is no Warboss. (It is hard to play an instrument with a Power Klaw)
The Nobs may not take more than two extra Nobz
The Battlewagon may not take any guns other than a wreckin' ball, and may not take 'ard case.
Command Benefits:
Flash Kannons: The Battlewagon is armed with four Flash Kannons. Range: 24", Strength: 7, AP: D6-1, Type: Assault 3, Blind, Flash
Flash: Any unit shooting at a vehicle armed with one or more weapons with the Flash special rule must pass an initiative test or be reduced to weapon skill and ballistic skill 1. Models that are immune to the Blind special rule are also immune to the Flash special rule
Deffening Bellower: One model must be nominated as the Bellower. This must be the Warboss. If there is no Warboss, this must be one of the Nobs. If a Nob has a Power Klaw, he must be the Bellower. Whilst the Bellower is alive, the unit he is in, and any transport they embark on, has the Terror special rule. If the Warboss it the Bellower, he must start the game in the Nobz, and may not leave them until all the rest of the unit is dead.
Da Stage: The Nobz and Warboss must start the game embarked on the battlewagon, and no other unit may embark on it.
Da Show Must Go On: The Warboss and Nobz have the Feel No Pain special rule. In addition, whilst the Nobz are embarked on the battlewagon, it may make a single mek's tools roll on itself for each mob of Boyz within 6".
Any idea about points costs?
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
Perfect Organism wrote: Squig-Brained Dreadnaughts were an option for Freebooter Mad Docs in Freebooterz.
Converting them is super simple: just replace a kan's gun arm with another close combat weapon. When I get round to Bad Moons, they will have the option for kans with two guns, so you have some use for the spare weapons.
*looks again at Freebooterz book*
So they are! Never noticed that before. When I meant for them to stand out is how would you show they are "piloted" by Squigs and not Gretchin? Special banners with Swuig glyths and symbols on, or converting them to literally show the Squigs wired in? (ala the Dreadknight's open cockpit.)
YourIntestines, I love the idea of the Goff Rokkaz travelling on a Battlewagon converted to be a moving stage. The rules are nice, but far too complicated I'm afraid!
I (personally) would simplify it to a unit of Nobz with attached Warboss and Mek (the band's roadie!) , and they all are equiped with Orky equivalent of Noise Marine Sonic weaponry.
One gets the option to upgrade to a "Blastmaster" type Heavy weapon and the Warboss automatically get a shouty "Doom Siren" type of upgrade for free.
Alternatively, if you don't want to convert the CSM sonic weaponry then something shooty with Ignores Cover and Pinning seems appropriate to me.
Perfect Organism wrote: Squig-Brained Dreadnaughts were an option for Freebooter Mad Docs in Freebooterz.
Converting them is super simple: just replace a kan's gun arm with another close combat weapon. When I get round to Bad Moons, they will have the option for kans with two guns, so you have some use for the spare weapons.
*looks again at Freebooterz book*
So they are! Never noticed that before. When I meant for them to stand out is how would you show they are "piloted" by Squigs and not Gretchin? Special banners with Swuig glyths and symbols on, or converting them to literally show the Squigs wired in? (ala the Dreadknight's open cockpit.)
YourIntestines, I love the idea of the Goff Rokkaz travelling on a Battlewagon converted to be a moving stage. The rules are nice, but far too complicated I'm afraid!
I (personally) would simplify it to a unit of Nobz with attached Warboss and Mek (the band's roadie!) , and they all are equiped with Orky equivalent of Noise Marine Sonic weaponry.
One gets the option to upgrade to a "Blastmaster" type Heavy weapon and the Warboss automatically get a shouty "Doom Siren" type of upgrade for free.
Alternatively, if you don't want to convert the CSM sonic weaponry then something shooty with Ignores Cover and Pinning seems appropriate to me.
I, personally, imagine Goff Rokkaz to be playing Big Choppaz with guitar strings bolted on. Trying to fit all the amps and things necessary for weaponising sound, and then adding a way to play the thing, would leave you with an incredibly powerful piece of kit that you couldn't lift with a crane. Actually, knowing orks, they would find some way of building half of it into the warp, so that you can actually carry it, up until the point in which it implodes, sucking you into the warp. I want to see that.
I assume it is all the restrictions that overcomplicate things. I think that I may be trying to make it too realistic.
I still want to keep the Flash Kannons. The idea of weaponised stage lighting is just stuck in my mind. They should probably be blast rather than assault 3.
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
YourIntestines, thats fair enough! I really like the idea of the warp-pocket holding all the heaviest equipment. Perhaps you could save that idea for a "bigger" Rokkaz formation (like several units and Battlewagons playing together?)
I studied your thoughts, and I took the liberty of playing around with / streamlining what you have written down already rules-wise. I hope you don't mind!!
Spoilers for brevity, (suggested) amended rules within:
Spoiler:
Goff Rokkaz
Formation:
1 Mek 1 unit of Nobz 1 Battlewagon
Restrictions:
The Battlewagon may take no upgrades. The Nobz may take no upgrades except additional Nobz..
Command Benefits:
Da Stage: The Battlewagon is armed with four Flash Kannons. (see weapon appendix)
Rokkaz!: The Nobs are equipped with Rokka Gittarz. (see weapon appendix)
Da Show Must Go On: The Nobz (and attached Mek) must start the game embarked on the Battlewagon, and no other unit may embark on it. Whilst mounted on the Battlewagon, the unit has the Feel No Pain special rule.
Rokka Gittar: When a model attacks with a Rokka Gittar, it can use the profile of a Big Choppa or the profile below. It cannot use both profiles in the same turn.
-Most streamlined the rules / restrictions to be easier to remember. Basically no extra upgrades except extra Nobz (more band members = more fun with converting Orky Rokka instruments (jacked-up Squig bagpipes anyone? )
-Dropped the Warboss, replaced with standard Boss Nob. Also removed Terror (couldn't find it under the special rules in the rulebook?).
-Flash Cannons remain mostly the same, dropped Flash (too similar to Blind)
-Nobz are all equipped with Rokka Gittarz now, basically a Big Choppa / Big Shoota hybrid (for simplicity) with additional Ignores Cover and Pinning when it fires (to represent the terrifying and deafening noise!)
To sum up the special rules / formation - unit of Nobz in a Battlewagon with an attached Mek (no upgrades for Nobz / Battlewagon), Flash Kannons for Battlewagon, Feel No Pain whilst mounted on vehicle, all Nobz get Big Choppa / Big Shoota weapon, with additional Ignores Cover and Pinning for shooting attacks.
I hope what I changed stays true to what you imaged them to be, I don't want to tread all over your ideas (because I like them!). I'm fully open to suggestions as always.
That took a while to do....probably going to post some of my initial thoughts on a Freebooter list / supplement soon - think an adaptation of the old-school list in the Freebooterz book. I had some pretty weird Orky dreams last night.
This message was edited 2 times. Last update was at 2014/07/09 11:53:35