Switch Theme:

Orks: Maximum Dakka edition, A codex orks overhaul  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Land Raider Pilot on Cruise Control






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

Spoiler:

Skarboyz (Elites):
Scars are a sign of immense pride amongst the Ork hordes, each one treated as a badge of honor. Orks have short and violent lives, so most live long enough only to accumulate a handful before dying on some alien world. However some Orks sustain numerous life threatening wounds, the majority surviving only through quirks of fate and sheer perseverance. These Orks are affectionately branded Skarboyz and represent the most quick witted and hardy of the Ork species. Skarboyz show immense disdain towards Nobz and vice versa, both groups considering the other to be self-righteous gits that don’t know how to have a good time. (based off the 3rd edition Skarboyz, I’m unsure how to cost them.)
WS BS S T W I A Ld Sv Unit type Size
Skarboy 4 2 3 4 1 3 2 8 6+ Infantry 5

Wargear: Slugga, Choppa, Stikkbombs
Options:
Up to 15 additional Skarboyz
Each model may take a Shoota 1 pt each
Whole unit may take Eavy Armor 4 pts each
For every ten models one may take
Big Shoota 5 pts
Rokkit Launcha 5 pts
May select a trukk as a dedicated transport






   
Made in ca
Gargantuan Gargant






Hm, interesting. In terms of the Skarboyz, the elites slot for the most part is largely covered with all the various roles the units can provide (anti-tank, outflank/infiltration, close combat bullies/HQ bodyguards) so they seem pretty redundant to me and weird to have multiple units of if they're relatively rare in comparison to the rest of the boyz. I think they would be better if they were an upgrade for Ork boyz rather than a separate elites slot. Have a restriction where you can only have a Skarboyz unit for every two units of normal Ork Boyz in your army. Maybe make it about 3 points per boy to upgrade (so about 9). Also I think Skarboyz should show their veteran status by having S4 rather than I3 or Ld8. This way they're more similar to IG Veterans where they get BS4. Plus this shows how they're in a halfway point between Boyz and Nobz more clearly where they obviously aren't big to the point of having 2 wounds each or having more attacks/initiative while still hitting harder than normal boyz to warrant considering their upgrade. Maybe let an Ork for every 10 models to also take a Big Choppa.

   
Made in us
Land Raider Pilot on Cruise Control






Sorry forgot to add special rules for skarboyz.

I meant to give Skarboyz FnP (6+) to represent their toughness.

The idea with Skarboyz is to have a reliable objective sitting unit and that they aren't "tough" vets so much as "quick" vets.

Your ideas sound much better though.
   
Made in ca
Gargantuan Gargant






 Bronzefists42 wrote:
Sorry forgot to add special rules for skarboyz.

I meant to give Skarboyz FnP (6+) to represent their toughness.

The idea with Skarboyz is to have a reliable objective sitting unit and that they aren't "tough" vets so much as "quick" vets.

Your ideas sound much better though.


Ah, the 6+ FNP save isn't a bad idea but if implemented it then sets the precedent that other larger (which are presumably as skarred and are survivors) orks should have a baseline 6+ FNP as well. I personally wouldn't mind this (free cybork bodies for the big boyz!). The question is whether or not they should have both S4 and 6+FNP. Honestly, given that guys like Iron Hands get it for free I don't see why it couldn't be included for no extra cost given that we can't spam the bajeezus out of it given my previously stated restrictions and its only accessible to a small section of the Ork army.

Also, I wasn't able to mention the other parts due to time restrictions when I was last online but I really like the changes to the Ork vehicles section. It certainly gives us that orky resiliency to be reflected in our ramshackle vehicles through shoddy worksmanship rather than forcefields/heavy armour.

In terms of your Ork Klan tactics, I feel the "Steal It" rule for Deffskulls is a little harsh. While I get it fluffwise, it doesn't seem counterbalanced very well and seems like a punitive rule for the sake of it. In comparison, at this point in time there are no downsides to things like Battle Focus or any things in the SM chapter tactics short of the Black Templars inability to take Librarians (remedied via allies fairly easily). "Steal It" should probably include something like they only roll D3 rather than D6 for sweeping advances but in the case of failing to sweep they may take an out of sequence shooting attack at the foe that is fleeing.

In terms of Evil Sunz I feel like Fasta! seems largely limited in an ork army. Trukks, Buggies and all our flyers are effectively fast vehicles with only the battlewagon (and the odd looted wagon) really benefiting from it. The extra D6" is nice but it feels to leave out the rest of the speedsters particularly bikers. Maybe keep the rule where all ork vehicles can flat out D6" more, while also giving warbikers and deffkoptas skilled rider. Other than that the Mek option seems fluffy and nice.

The only issue with Loaded regarding Bad Moons is so far we have pretty limited upgrade options, even with 20 points there's little upgrades short of kombi weapons/big choppas and bosspoles for Nobz. Maybe make it so every Ork character may choose one weapon of their choice (relics excluded) to become 1 lower AP than it is for 5 points. Gives big choppas a little more oomph as AP4 and power klaws that more deadly with AP1. Also makes Kombi-Skorchas/rokkits mighty scary. Or you could go the more streamlined route of making it master-crafted (though I am leery of this given its parallel to Salamanders chapter tactics).

Snakebites seem to be the most underpowered at the moment as they are incredibly situational. The poisoned makes sense but does little to most armies except Dark Eldar. The attack squigs is a nice touch but likewise also situational. Maybe to show their hard as nails bodies they force your opponent to re-roll successful rolls of 6's to wound for all other weapons in addition to forcing your opponent to re-roll successful rolls to wound with poisoned weapons? Then maybe let Ork characters take a squig-hound like Runtherds instead to control morale rather than bosspoles?

Goffs I think you got hands down. Well done. You might want to specify that the change of 1-2 as born to fight should be in close combat only, as otherwise when getting shot apart in range you'll flee on a 1-2 on the mob rule table rather than just a 1. Blood Axes are good too, though personally it would be cool to see Real Cleva potentially give all Ork characters +1Ld to show their aptitude for real leadership.


This message was edited 3 times. Last update was at 2015/08/01 05:51:58


 
   
Made in us
Land Raider Pilot on Cruise Control






I have to finish up my college essays but I will soon post rules for Freebooter armies and taking Freebooter "Bukkaneers" in non-Ork armies.

Also farther on in the future will have the "Rites of Waaaagh!"
   
Made in us
Longtime Dakkanaut






Perhaps make Snake Bites Nobs able to take Boars that switch their unit type to Calvary?

This message was edited 1 time. Last update was at 2015/08/01 23:59:20


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
 
Forum Index » 40K Proposed Rules
Go to: