The following is an attempt to make Orks more viable again. I currently lack the means to playtest and most of these changes are to make Orks more fun again, so any input is, positive or negative, is strongly encouraged. When I consider these changes to be sufficient I will polish this up and release it as a PDF file with some nice pictures and tutorials to make it purty. Most of the changes are based off of Codex: Orks 3rd edition and the
FW HH ruleset, since both had a lot of options and utility. Still needs a lot of QIP and I expect some good amounts of constructive criticism:
Changes:
Zzap Gun (
Pg. 97)
Widely considered to be the absolute worst Ork gun, many a player (myself) included have ended up with a below strength 4 single shot artillery piece.
Range S
AP Type
Zzap Gun 36” 6+
D6 2 Heavy 1, Zzap, Gets Hot
Zzap: Each time a Zzap gun is fired, roll a
D6 and add 6 to determine its strength, after a target has been chosen. If the roll is a 5 or 6, the shot is resolved at Strength 10 and the weapon Gets Hot on any To Hit roll of 1, 2 and 3. If a Zzap gun Gets hot, the Wound is resolved against the crew. Zzap guns automatically cause a crew shaken result in addition to any other effects when they score a glancing or penetrating hit.
Bubble Chukka (
Pg. 95)
Somehow worse than the Zzap gun, Bubble Chukkas seem more fitting as a Grav-gun type weapon as opposed to whatever it’s supposed to be now.
Range S
AP Type
Bubble Chukka 36” * 3 Heavy 1, small blast
*the Bubble Chukka needs to roll above any hit models armor save to cause a wound. Against vehicles a Bubble Chukka counts as a strength 4 weapon that causes an automatic glancing hit and the crew shaken result on rolls of 6 to penetrate.
Deffgun (
Pg. 95)
A widely beloved Ork Weapon, not much needs to be done to the Deffgun. However to accurately represent the torrent of bullets the Deffgun puts out in a single shooting phase I gave it pinning.
Range S
AP Type
Deffgun 48” 7 4 Heavy D3, Pinning
All Ork vehicles gain Rolling Scrap Pile and Ramshackle special rules (Morkanaut, Gorkanaut, Killa Kans, Deff Dread, Battlewagon, Warbuggies, Burna Bommer, Blitza-Bommer, Dakkajet, Trukk, Stompa)
A big aspect of the
FW Dread Mob is the invuln save their vehicles get. This is a real game changer but I think it’s necessary seeing as Ork vehicles are currently about as durable as your average milk carton. A 5+ invuln will go a long way making Ork vehicles a viable choice once again.
Rolling (or Stomping) Scrap Pile:
The vehicle has a 5+ invulnerable save against all weapons that do not have the Armorbane, Destroyer or Armourbane special rules.
Ramshackle: Roll a
D6 each time the vehicle suffers a penetrating hit. On the roll of a 6, the vehicle only suffers a glancing hit instead.
All Kannons can take Flakk Shells
Orks do not have sufficient anti air and this should offset it slightly.
Any Kannons may take Flakk shells for 10 pts
Range S
AP Type
Flakk Shells 36” 7 4 Heavy 1, Skyfire
Killa Kans lose the Cowardly Grots rule
Killa Kans weren’t exactly stellar to begin with and Cowardly Grots! Made them worse.
Killa Kans (
Pg. 81) no longer have the Cowardly Grots! Special Rule.
Kommandos (
Pg. 68) gain the Shrouded special rule in place of Stealth
This is to stop the Ork Klanz (Blood Axes) rule (that’s later on) from invalidating Kommandos as a viable unit. Also helps make ‘em more killy.
Lootas (
Pg. 84) are now called Deffgunnerz
The name change is to allow 3rd edition era Lootas to be added back in (more about that later.)
New Stuff:
Ork Klans:
These rules are Chapter Tactics type rules for all the Ork Klans. Some are obviously better than others so I need a lot more feedback on them:
Add the Rule Ork Klan (X), to the entries for Warboss, Weirdboy, Mek, Big Mek, Painboy, Boyz, Burna Boyz, Tankbustas, Nobz, Meganobz, Kommandos, Stormboyz, Deffkoptas, Warbikers, Lootas, Deffgunnerz, and Flash Gitz. You cannot mix and match Ork Klans and must declare which Ork Klans rule you are for your Ork army before the game begins. An Ork klan primary detachment can ally with a different Ork klan and they count as Allies of Convenience.
Goffs:
The toughest of the Ork Klans, Goffs eschew the fancier aspects of warfare in favor of pure furiousity.
Brutal: When resolving a combat with models using the Ork Klan (Goffs) special rule, count each wound as two for the purpose of calculating who wins the assault.
Kill ‘Em!: When rolling on the Mob Rule chart treat rolls of 1-2 as Born to Fight.
Blood Axes:
The sneakiest and more level head of the Ork Klanz, the Blood Axes are generally identified by their heavy amounts of camouflage they wear.
Sneaky: Blood Axe Orks know how to get around (mostly) unseen, weaving through ruins and jungles as they approach their foe. All models with Ork Klan (Blood Axes) gain the Stealth special rule, except for warbikers, lootas, Deffgunnerz, Meganobs and Tank Bustas, (they’re all too loud to be properly stealthy).
Real Cleva: Blood Axe Warbosses have some degree tactical knowledge and have been known to plan ahead, a very un-orky quality. As long as the warlord has the Ork Klan (Blood Axes) special rule and is alive the player may add one to reserve rolls.
Bad Moons:
The wealthiest of all the Ork Klans, Blood axes have the finest wargear, wielding all manner of strange and gaudy weaponry.
Loaded: Even the lowliest Bad Moon Grot is wealthier than a whole mob of Goff Ork Boyz. Bad Moons have money and they know how to spend it. Ork Characters may take one free upgrade that is worth less than 20 pts.
Braggarts: Bad Moons Orks have egos unparalleled by even the most spoilt Hive City Nobles. This combined with their monstrous wealth means many other Ork Klans are unwilling to work with them. If you choose to ally your Bad Moon Ork Primary detachment with another Ork Klan the allies count as Distrusted Allies.
Symbols of Strength: Bad Moon vehicles are always festooned with idols of Gork and Mork, speakers playing Ork music at deafening levels and other tacky but inspiring decorum. For 15 pts a vehicle in a Ork Klan (Bad Moons) primary detachment may purchase a Symbol of Strength. An Ork Vehicle with a Symbol of Strength gives all friendly Ork units within 12” the Stubborn special Rule.
Evil Sunz:
Speed Freaks one and all, Evil Sunz live and die for high speed assaults. Evil Sunz treat their vehicles as embodiments of Gork and Mork themselves.
Fasta!: Speed is often Evil Sun Orks only real concern and they know how to achieve it. However sometimes the Evil Sunz enthusiasm exceeds their machine’s ability to function. All Codex: Orks vehicles in an Ork Klan (Evil Sunz) detachment count as Fast and can add
D6” to their flat out rolls. However if a 1 is rolled the vehicle suffers a glancing hit
Now hirin’: While Evil Sunz always prize
raw power, those with technical knowledge are far more valued for their ability to keep their machines running. For this reason most Evil Sunz mobs are led by Meks. Ork units in a primary detachment that has selected Ork Klan (Evil Sunz) may take a Mek (
Pg. 56) in place of a Nob.
Snakebites:
While the average orks understanding of technology is archaic to begin with, Snakebites outright eschew the “complicated stuff” instead employing the more traditional methods of Ork warfare. Snakebites have lived most of their lives in the various and deadly wilds of the 41st millennium, where they have gained many skills.
Doesn’t Hurt: an obsession with poison and creatures who produce it has led Snakebite Orks to intentionally consume such hazardous substances. Orks with the Ork Klan (Snakebite) special rule cause successful wounds made against them with the Poison special rule to be rerolled.
Dats a nice Squig: Snakebites are master breeders, producing all manner of strange squig. Nobs often have squig hounds or guard squigs following them around. For 15 pts Snakebite Nobs may purchase an Attack Squig.
Dethskulls:
Dethskulls are skilled kleptomaniacs, fully capable of stealing just about anything they set their sights on. Dethskulls march to battle slathered in blue warpaint, clad in stolen gear and wielding scavenged weaponry.
Loot galore: Dethskull orks are so preoccupied with stealing they often carry around sacks dedicated solely for illicit goods. This means they tend to have far more ammunition than other Ork clans, often stealing clips from their comrades during heated battles. Shooting attacks made in a Dethskull mob re-roll ones.
Steal it: The Dethskulls battles are always sporadic, as they randomly stop to loot the dead. No models in a Ork Klan (Dethskulls) may ever make sweeping advances.
New Units:
Heavy Support
New Unit: Older style Lootas
Lootas (70 points):
Lootas are the more kleptomaniacal of the Ork hordes, stealing anything they can get their hands. While most of these objects tend to be fairly mundane occasionally something extremely valuable like a lascannon or heavy bolter is salvaged. Orks are quick to employ captured weaponry and on occasion will form squads of like-minded individuals all wielding stolen weaponry. Lootas who are not killed by malfunctioning guns often become Deffgunnerz, tinkering with their guns until it is a bona fide Ork weapon.
WS BS S T W I A Ld Sv Unit type size
Loota 4 2 3 4 1 2 2 7 6+ infantry 5
Wargear: Stikkbombs, slugga,
Options:
May include 5 additional Lootas 14 pts each
The Lootas may take one of the following weapons each
-Missile Launcher* w/ frag and krak 15 pts
-flakk missiles 10 pts
-heavy bolter* 5 pts
-plasma gun* 15 pts
-Melta gun** 15 pts
-Plasma cannon** 15 pts
-lascannon** 20 pts
-Conversion beamer** 35 pts
-You may select a heavy or special weapon from any army list for the listed points cost if your opponent agrees. If so they have the It’s gonna blow! Special rule
*has the *Klik* special rule
**has the It’s gonna blow! Special rule
*Klik*: Lootas weapons are stolen with at least a full clip but orks often forget to take enough ammunition to sustain their rampages. If a 1 is rolled to hit with a weapon that has this rule then it has run out of ammunition and cannot fire for the rest of the game.
It’s gonna blow: some of the more esoteric weapons captured by Lootas are often far too complex for Orks to use properly. Lootas will often fire these weapons until they explode in their hands. If a 1 is rolled to hit than a wound is automatically suffered and the gun cannot be fired for the rest of the game.
Special rules:
Mob rule, Furious charge, ‘Ere We Go!
New Unit: Skarboyz