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A 'decurion' style formation for orks.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Nasty Nob






Here's my attempt at making a Detachment for orks which will hopefully do a couple of things: bring their power level up to a similar range as the latest Marine codex and bring back a bit of 'old school' flavour in the form of rules for clans and a few other elements of orkish society which aren't covered in the modern material.

I'm not totally happy with it: many upgrades and a few units are still very questionable and cheap firepower with Ignores Cover is still too effective at wiping large sections of the board.

ORK TRIBE DETACHMENT
Spoiler:

An Ork Tribe detachment consists of one or more Core choices, plus one Command choice per Core choice and up to 4 auxiliary choices per core choice.

Command Benefits:

Sea of Green: any shooting attack which draws line of sight over or through at least one unit from this detachment grants the target +1 to their cover saves so long as their Unit Type is Infantry.

If this is your Primary Detachment you may re-roll the result on the Ork Warlord Trait table.

If this is your Primary Detachment and your warlord has the Waaagh! rule, you may use one extra Waaagh! for each other character with the rule in this detachment, subject to the usual restrictions.

CORE DETACHMENT
Spoiler:

Ork Warband
1 Mek, Painboy or Weirdboy
1 unit of Nobs or Meganobz
3-5 units of Boyz
0-2 units of Gretchin
0-1 Battlewagon, Deffdread, Morkanaut, Gorkanaut or Stompa
Trampling Horde: all units from this detachment containing more than ten models gain the Move Through Cover and Hammer of Wrath rules.

COMMAND FORMATIONS (1 per Core Detachment)
Spoiler:

Bad Moon Boss
1 Warboss or Kaptin Badrukk
0-1 Weirdboy
0-2 units of Flash Gitz
Snazzy Gear: all models in this formation may take one of the 'Eavy Armour or Cybork Body upgrades at no cost.

Blood Axe Boss
1 Warboss or Big Mek
0-1 Mek
0-2 units of Kommandos
Taktikul Finkin: all models in this formation gain the Objective Secured rule.

Death Skull Boss
1 Warboss or Mad Dok Grotsnik
0-1 Painboy
0-2 units of Lootas
Lucky Blue Paint: models from this formation may re-roll failed To Hit rolls, To Wound rolls, Save rolls and Feel No Pain rolls if the initial roll was 4 or higher.

Evil Sun Boss
1 Warboss or Big Mek
0-1 Mek
0-2 units of Warbikers
Full Throttle: any model in this formation with the Bike unit type gains the Skilled Rider special rule. Any unit which contains a model from this formation with the Infantry type may disembark from a vehicle with the Red Paint Job upgrade even if it moved further than 6” in the Movement Phase.

Goff Boss
1 Warboss or Ghazghkull Thraka
0-2 units of Stormboyz
Goff Hedbutt: all characters in this formation have the Hammer of Wrath rule and all Hammer of Wrath attacks made by models in this formation have the Concussive rule.

Snakebite Boss
1 Warboss
0-1 Painboy
1-2 units of Gretchin
Snake Biters: all close combat attacks made by models in this formation have the Poison rule and any successful To Wound rolls made against models in this formation by weapons with the Poison rule must be re-rolled.

AUXILIARY FORMATIONS (0-4 per Core Detachment)
Spoiler:

Mek Mob
1 Big Mek or Mek
1 unit of Killa Kans
1 unit of Burna Boyz, Lootas or Mek Guns
1 Battlewagon, Deffdread, Gorkanaut or Morkanaut
Pile Out: all vehicles in this formation have the Assault Vehicle rule.
Mechanical Superiority: all Walkers in this formation have the Monster Hunters rule.

Mega Mek Mob (counts as 3 Auxiliary choices)
2 Mek Mobs
1 Stompa
Mobile scrapheap: All vehicles in this formation have 1 additional Hull Point.

Freebootaz
1 Mek, Painboy, Weirdboy or Kaptin Badrukk
2-3 units of Flash Gitz
0-1 units of Mek Guns
Flash Blastas: when making a shooting attack with a random S or AP value, any model in this formation may re-roll the dice to determine the S or AP value. The second result must be used even if it is worse than the first.

Madboyz
1 Weirdboy or Mad Dok Grotsnik
1-2 units of Boyz, Burna Boyz or Tankbustas
Insane: all models in this formation must be joined into a single unit and may not leave it. All models in this formation gain the Fear rule. When using the Mob Rule table, the unit is always treated as containing at least ten models.

Skarboyz
1 Painboy
1 unit of Nobz
1 unit of Boyz
Hard as Nailz: all models in this formation must be joined into a single unit and may not leave it. All models in this formation add +1 to the Strength characteristic on their profile.

Speed Freaks
2-3 units of Deffkoptas, Warbikers or Warbuggies
0-1 Blitza Bommer, Burna Bommer or Dakkajet
Kult of Speed: all non-vehicle models in this formation gain the Skilled Rider rule. All vehicle models in this formation may take the Red Paint Job upgrade at no cost.

Wildboyz
1 Painboy
1 unit of Boyz
1 unit of Gretchin
Primitive but effective: all weapons with the Assault type carried by models in this formation change their type to Heavy and all Pistol weapons carried by models in this formation have their range reduced to 6”. All weapons with the Melee type carried by models in this formation gain the Rending rule.
 Filename Ork Tribe Detachment 01.pdf [Disk] Download
 Description
 File size 43 Kbytes


   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I dislike the Goff special rules granted by their formation. The reason being, concussive is one of the most useless special rules, IMHO. It only effects the MODEL you actually hit (wound?) with the attack. The likelihood of concussing a model worth the downgrade is slim :(
(Especially since only the characters get the rule, meaning you will likely get 1 or two attempts to concuss)


Love the Mega/Mek Mob one, simply because I fething love Ork vehicles despite their general cruddy stats.

Madboyz seems stupidly fun

Skarboyz actually seems like it could be fairly powerful...really powerful, with the right support. S4 base boyz is pretty darn good. S5 on the charge is even better. A Weirdboy to potentially add +2 on top of that would be silly

I love both Speed Freak bonuses. Especially the disembarking even after moving past 6'. Zip up, bail out, and hunker down a turn before rushing in :p

Unsure how I feel on the Wildboyz one though. I suppose spamming FNP/Rending Boy Blobs might be pretty rugged, specially just standard slugga/choppa boyz.

This message was edited 1 time. Last update was at 2015/07/01 20:03:46


 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

I like your Red Paintjob upgrade. The current rule is so pointless that it may as well not exist. You might get 1 or 2 extra inches of movement per game. For an upgrade that costs 1/5 to 1/6 of the cost of the model. Your idea is excellent, even if it costed more or came as an upgrade from a detachment.

I'm a huge fan of bringing back klan rules. It is not flavorful or fair that other armies get Chapter Tactics and boatloads of formations and special ways to build an army, while all Ork klans are built the same and function the same on the battlefield.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
 
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