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Made in nz
Disguised Speculo





Been messing around with some homebrew stuff and figured I'd post it up. Got a nice pdf almost ready to go but should let dakka give the rules a once over before I make it.

Two issues I have with the Ork codex are those slotless meks and a lack of clan rules. The meks are the beginnings of a nice idea, but fall short in two ways - one, that theres just meks, nothing else, and two that they're only ever taken bare bones to chump challenges with. So I came up with the "Oddboyz" rules to replace the slotless meks and wonder what you all think

The rules have been designed to work with Zagman's errata - the important ramifications being that the Mob Rule table is gone and replaced more or less with the old rule, and that Cybork FNP stacks with other FNP. Also, some names have been changed - Weirdboys are Weirdbosses, and Painboys are Painbosses, because a) need names for their diminutive counterparts and b) no warband should be led by a -boy!

ODDBOYZ
Spoiler:


The other thing I have been working on was clan rules. I toyed with different ways of doing them - Chapter Tactics, Chaos Marks, or Formations - and ended up going with Formations because they slot so easily into the game as is, and I feel people are less iffy about formation based free benefits as opposed to chapter tactics etc.

The formations follow a bit of a pattern in their optional and mandatory inclusions. Each allows you to take some kind of oddboy beyond normal limits, grants a bonus, and another bonus during the WAAAGH, with the intention that the Ork army works better as long as its warboss is alive and WAAAGHing each turn, but falls apart if otherwise. The Snakebites formation and the Deathskulls formation are a lot wordier than I would like and I'd appreciate any advice on simplifying it, as well as ideas for the formations as a whole

CLAN FORMATIONS
Spoiler:
   
Made in us
Krazed Killa Kan






Honestly this is fairly good. Im not sure how balanced each clan formation is with each other (Goffs seem quite good when compared to Deathskulls) but overall the rules seem well written and nothing over the top. For the clan detachments, I think it would be better if the "signature" units had a bonus directly for that unit type. The deathskull lootas for example are required for the army and yet really don't benefit from the rules very much (they rarely get close enough to loot anything in gameplay). In the case of the Deathskull rules I think the looting rule after destroying a unit is amazing but instead of just giving 20pts for upgrades (ork wargear options are rather lacking for some units and you end up needing to swap out models for big shootas or rokkits, etc) let the Ork player pick from a selection of "loot" upgrades to add to a model. Something like unit wide 6+ FNP from a "urty kits", fear from a "ead on a stikk", etc.

I like the oddboyz as they can be easily added to units without taking up all the HQ slots. Their rules seem well written and fairly balanced. Only issue is that the Weirdboy might be too cheap as a warp charge battery.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in gb
Executing Exarch






Overall, I really like them. A few questions / suggestions:

1) When attaching Oddboys taken as an Elite slot, must they all be attached to the same unit or can they be spread about? Guessing it's the latter, but maybe a bit of clairty?

2) Bloodaxes, Da Ambush rule - how does it affect unit partially in cover? "ignore Overwatch" is also a weird term. Two-birds-one-stone solution: "When a WAAAGH is called, units from this detachment are not slowed or disordered when charging through cover, and wounds from Overwatch may not be allocated to models in cover, exactly as if they were out of Line of Sight from the firing unit."

3) Evil Sunz, Handholds rule - missed a spacebar -> "when carrying a unit fromthis detachment".

I like the reappearance of the old boarding plank rules (Krump Kroozers), and the use of one of the Horus Heresy Legion rules (Goff's Die Fightin') as they are interesting (if unavoidably wordy) concepts.
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I really like the clan rules, they seem extremely fluff and decently powerful. Nice work

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in nz
Disguised Speculo





Cheers for the responses guys, keep em coming. When everything is sussed out I'll post up the pdf I'm working on for anyone who wants to use it or parts of it

 Vankraken wrote:
Honestly this is fairly good. Im not sure how balanced each clan formation is with each other 1] (Goffs seem quite good when compared to Deathskulls) but overall the rules seem well written and nothing over the top. For the clan detachments, 2] I think it would be better if the "signature" units had a bonus directly for that unit type. The deathskull lootas for example are required for the army and yet really don't benefit from the rules very much (they rarely get close enough to loot anything in gameplay). In the case of the Deathskull rules I think the looting rule after destroying a unit is amazing but instead of just giving 20pts for upgrades (ork wargear options are rather lacking for some units and you end up needing to swap out models for big shootas or rokkits, etc) let the Ork player pick from a selection of "loot" upgrades to add to a model. 3] Something like unit wide 6+ FNP from a "urty kits", fear from a "ead on a stikk", etc.

I like the oddboyz as they can be easily added to units without taking up all the HQ slots. Their rules seem well written and fairly balanced. 4] Only issue is that the Weirdboy might be too cheap as a warp charge battery.

1] Always open to suggestions, I'm very much not sold on my deathskulls and snakebites rules in particular, but anyone with ideas for any clan are more than welcome to post them up

2] Wow, never considered that idea and I like it a lot. I'll figure something, certainly open to suggestions.

3] I didn't like the 20pts thing tbh. I started with something more akin to what you've suggested but ended up changing it out largely so I didn't need to fit a table on the same page as all those other wordy rules (having actual codex sized pages would be such a luxury). Sometimes you just need someone to tell you that the idea you thought was bad is in fact bad. Will change it up, keen on suggestions for loot

4] I very rarely use psychics, because my armies have been Orks and Khorne and the former seems underwhelming and the latter has none. I know very little about psychics and the psychic phase, its very possible that my points costs for the Weirdboy are too low. If you or anyone else wants to suggest a cost I'm happy to go with that. One thing I don't know is if a Weirdboy unit would get a +1 or something for Deny the Witch due to having a psyker as is, and if that should or should not be part of their rules.

When attaching Oddboys taken as an Elite slot, must they all be attached to the same unit or can they be spread about? Guessing it's the latter, but maybe a bit of clairty?

Yes, that can be spread out. Will edit for clarity

2) Bloodaxes, Da Ambush rule - how does it affect unit partially in cover? "ignore Overwatch" is also a weird term. Two-birds-one-stone solution: "When a WAAAGH is called, units from this detachment are not slowed or disordered when charging through cover, and wounds from Overwatch may not be allocated to models in cover, exactly as if they were out of Line of Sight from the firing unit."

Really appreciate your writing up the solution for me, putting that sort of stuff into rules can be difficult and very wordy sometimes and I think your suggestion is excellent

3) Evil Sunz, Handholds rule - missed a spacebar -> "when carrying a unit fromthis detachment".

Noted, will fix it up
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Painboy seems fine, the mekboy still seems a bit useless, I'd probably make him 10 or something. Weirdboy I'd say should at least be 30. You only get the +1 to deny if its something that targets the unit, I wouldn't care about it that much.

Drillboss I'm not so keen on. I think I kinda see where you're coming from in adding essentially another nob to a unit as they tend to do most of the damage when swinging with a claw. But I can't really see it working thematically. The squad is the nobs crew, another one coming along to run it is intruding on his turf and if the original one lets that happen he's a bit of a pansy. So probably dead. They sound more like something that would be part of a goffs get up; rather than +10 to get a nob, for goffs its +15 for a drillboss. Got the higher Ld, Stubborn, discipline-y goff stuff. Maybe they get +1 to look out sirs or something.

I'll look at the clan stuff later.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nz
Disguised Speculo





I know what your getting at, the whole drillboss profile is straight up just a fluff excuse for two nobs.

The purpose of two nobs however isn't really to double the destructive power of Orks in melee (though that is a useful side effect) but instead to give us a challenge chumper that isn't thematically slowed like the current mek. We really only need one claw to do damage, its just we can't actually swing with that claw unless we have an answer to challenges

If challenges are a method to beat Orks in melee (not that people need the help), game balance dictates that we get tech to counteract that too. If its not a drillboss, it should be another challenge chumper who kind of makes sense. If the drillboss is flat out removed, we'll just end up with the same situation as now - mekboys, heavily laden with orky firepower, being taken only to jump in front of a sergeant and die.

If not a Nob, what about a 'demi-Nob' or whatever you'd call it? One of the boyz who is getting a bit big for his britches but isn't a true nob yet. If he wins a challenge he becomes a proper Nob and the two nobs fight it out after the battle.

This message was edited 1 time. Last update was at 2015/09/02 20:36:59


 
   
Made in us
Krazed Killa Kan






Ork Yellerz (their priests) could be a character who is added to the unit to inspire the boyz to be more orky and less like cowardly grots. Maybe he can take a leadership test and if it passes it grants a benefit for the unit for that turn (similar to how IG priest operate).

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in nz
Disguised Speculo





Thats a cool idea. Also suggested in another thread was Bloodaxe Kommissars that grant orders like effects.

If some/each clan had a unique Nob upgrade like that, it would be pretty cool I reckon.

For me, under a perfect Ork codex each mob would have all sorts of added characters, banners etc, because I imagine when its time to fight, each Nob just goes and gets his boyz and whoever happens to be hanging around at the time.

Since you seem a little more clued on to the less commonly known fluff Vankraken, is there a name or a good term that could be used for the demi-Nobz I mentioned earlier?

Edit: Also, does 30pts seem good for the weirdboy? I feel its too high, as you can get the full blown weirdboss for 50 which has +1 level, the ability to roll for powers, and deny the witch etc whenever that actually comes up. However cuz I don't really use psychics much (will with this doc, but haven't so far) I don't put much stock in my ability to price them.

This message was edited 1 time. Last update was at 2015/09/02 23:43:18


 
   
Made in gb
Executing Exarch






 Dakkamite wrote:
Also, does 30pts seem good for the weirdboy? I feel its too high, as you can get the full blown weirdboss for 50 which has +1 level, the ability to roll for powers, and deny the witch etc whenever that actually comes up. However cuz I don't really use psychics much (will with this doc, but haven't so far) I don't put much stock in my ability to price them.
Several different areas place 1ML at about 25 points, which I think would be right (possibly 20) for the Wierdboy (Inquisitors are ML1 for 30pts, but putting a 'battery' in a Henchman unit is only 10pts. Upgrading a ML1 to a ML2 is 25pts in pretty much all Codexes).
   
Made in nz
Disguised Speculo





Since rahxephon is one of the three people I actually play against, I gotta suss another chump challenger if the drillboss isn't going to fly.

What do you guys reckon about this;

Ork Upstart
As an Ork fights and wins, the respect of his peers and the rush of victory will trigger massive muscle growth. The Ork will grow larger and stronger until put in their place by an even bigger Ork. Upstarts tend to hang around their original mob until they grow too large for the ruling Nob to not notice, at which point they fight to the death, or the Upstart leaves to form their own mob

WS: 4 BS: 2 S: 4 T: 4 W: 1 I: 2 A: 2 Ld: 7 Sv: 6+

Wargear: As Unit

Type: As Unit, but also (Character)

Options
-Eavy Armour for 4pts
-Big Choppa for 5pts

Special Rule: Up and Comin'

Each unit of Boyz, Tankbustas, Stormboyz, Warbikers or Kommandos which takes a Nob leader may also upgrade one of its members to an Upstart for +5 points. The first time an upstart wins a challenge, it will immediately gain +1 wound and +1 attack, effectively becoming a Nob in its own right.
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I'd rather the drillboss than the upstart. Effectively its just something to jump in a challenge and die which mekboys can already do. Also bookkeeping.

Some drivel...
Spoiler:
The other thing is that it isn't that easy to kill a nob before it gets to swing. A regular marine sergeant w/ pistol and CCW will have a 4.35% chance of doing 2 wounds to a bare nob, one with a power maul; 17.4%. Upgraded to a veteran sergeant and with the charge is then better of course (bit under 50/50). But a vet sarg w/ maul is 39pts (also kinda useless/situational), comparable to a nob w/ klaw @41. It's really only an issue when having a challenge against a CC oriented IC, but then I'd surely hope the IC comes out on top. With overflow wounds from challenges, its not as bad being stuck in one now. It's a shooting game (which isn't always great but how its shaped up to be), only the dedicated CC units are good at pulling it off. General characters may put a wound on the nob but will struggle to kill him outright. The CC ones will predictably stomp him. Can run the drillboss if you want but I don't really see it as too big of an issue. Against most characters you'll be fine and against the odd CC ones, avoid melee. Looking around the army lists, almost no general characters are geared for CC, so in theory nobs should be fine most the time



Automatically Appended Next Post:
Also forgot I was gonna come back about the formation/clans

Spoiler:
Goffs look fine, although I'd consider either having a higher min squad number or a min unit size (e.g 20) as currently its the easiest way to get endless waaaghs by a fair margin. Also not sure about the FNP as iirc it combos with the errata cybork or something to give 3+ with a painboy. Then again, don't really get any invul saves so...

Snakebites I'm unsure, could be something I'd have to see run. Feel like it could be a little bit cheap perhaps, but would only be by a point or so. 12ppm for S5 2A 12" mov... Can really only see them being run one way; mounted, big choppas, outflank. 15 for 210ish with kitted nob, hard to say really. Should have the grots ride squigs like fantasy squig hoppers. Laffs ensue.

Bad moons seem okay. Does killing the unit via gun nutz cause the charge to fail? Id guess so. The rending and gets hot seems fine for a turn, but if you have endless waaaghs it makes me a bit iffy about it.

Deathskulls do seem the weakest. They also have a bit of bookkeeping which can be nice to avoid, but they look like they'd mainly be taken for the laughs so why not. Say boys squads can take a deffgun instead of a bigshoota for 5pts (it'll probs be snapfiring the whole time), make it interesting. Just put them on everything, killa kans fricken blow so say they can take a deffgun. BS3 whoop. Deffdreds can take 4... idk (you'd probably only hit about as much as a 2 TL autocannon SM dread, they're 120pts for comparisons sake)

Blood axes also seem a bit weak. Outflanking tankbustas could be hurtful though. I'd like to see something to make kommandos more useful. Not sure what but having scout will help a little.

Evil sunz look the strongest. I'm guessing the handholds doesn't allow an additional bulky model to embark? Does the supa charged charge bonus combo with boarding plank? The added inches could be a bit much, but really it's either that or 1". As it is, on average a trukk squad will reliably charge something 24" away which is pretty far. The stormboys would be nearing 30 on a waaagh.

Overall looks pretty decent. Really the only thing I could see being an issue is how easy it is to get constant waaaghs from the goffs, and a lot of the other clans have waaagh benefits they could easily gain constantly.

This message was edited 5 times. Last update was at 2015/09/07 13:11:10


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in nz
Disguised Speculo





Random stuff
Spoiler:
Effectively its just something to jump in a challenge and die which mekboys can already do


I want to avoid having to take a Mekboy for that purpose, cuz it just seems so dumb. I made them pricier and gave them a free gear upgrade just to make sure there were no unarmed mekboy losers running around tanking challenges.

Looking around the army lists, almost no general characters are geared for CC, so in theory nobs should be fine most the time


I don't play those army lists though, I play against kitted out generals and sergeants every game!

Can run the drillboss if you want but I don't really see it as too big of an issue.


Lets give it a go and if its OP we'll tone it down. Also adding a rule of one drillboss per unit.


Formation stuff

Spoiler:

Goffs look fine, although I'd consider either having a higher min squad number or a min unit size (e.g 20) as currently its the easiest way to get endless waaaghs by a fair margin. Also not sure about the FNP as iirc it combos with the errata cybork or something to give 3+ with a painboy. Then again, don't really get any invul saves so...

Yeah I thought about it and figured FNP was our "invuln save". Dunno if its OP or not, but I don't really want FNP to get better than 4+ so might just chuck in a cap for it. Was also thinking about a higher min so figure I'll chuck that in. Don't forget there are already existing formations with endless waaagh effects though.

I'm sort of torn in two directions with the waagh stuff. The original idea was that every ork army has a warlord waaaghing each turn. While he does that you get these benefits, when he dies your army is crap (adding some kind of infighting rule when warlord dies), so to kill the horde you kill the boss - sort of like the fluff. The other is to keep waaagh as it is (one turn), remove all "Stampede" formations that currently exist, and base the army around maximising one powerful waaagh turn in the battle and then being underwhelming afterwards. Gotta pick a direction and stick with it for making the waaagh turn rules I guess

Snakebites I'm unsure, could be something I'd have to see run. Feel like it could be a little bit cheap perhaps, but would only be by a point or so. 12ppm for S5 2A 12" mov... Can really only see them being run one way; mounted, big choppas, outflank. 15 for 210ish with kitted nob, hard to say really. Should have the grots ride squigs like fantasy squig hoppers. Laffs ensue.


You got any squig models?

Having run squishy melee outflankers before I can't say I agree there. The big choppas might be underpriced (maybe take one per five instead of one per ten, and leave at +5pts), the boarboyz I don't think so (they're literally worse stormboyz - trade jump for cav, lose rokket boost and gain nothing, they suck but I have 20 something boarboyz models I want to use!). Snakebites is a hard one to balance just cuz its so different to normal armies so you could be right

Bad moons seem okay. Does killing the unit via gun nutz cause the charge to fail? Id guess so. The rending and gets hot seems fine for a turn, but if you have endless waaaghs it makes me a bit iffy about it.


Yeah the charge would fail. Wanted supa ammo as a seperate upgrade but just ran out of ideas. Guess supa ammo can be a one use ability, and Gun Nutz could be the WAAAGH thing?

Deathskulls do seem the weakest. They also have a bit of bookkeeping which can be nice to avoid, but they look like they'd mainly be taken for the laughs so why not. Say boys squads can take a deffgun instead of a bigshoota for 5pts (it'll probs be snapfiring the whole time), make it interesting. Just put them on everything, killa kans fricken blow so say they can take a deffgun. BS3 whoop. Deffdreds can take 4... idk (you'd probably only hit about as much as a 2 TL autocannon SM dread, they're 120pts for comparisons sake)


Theres not all that much else you can give them - stealing, looting and blue paint are all covered. We'll just have to give them a try and see how bad they are.

Blood axes also seem a bit weak. Outflanking tankbustas could be hurtful though. I'd like to see something to make kommandos more useful. Not sure what but having scout will help a little.


Was looking at something like "if they shoot a unit and kill 1+ models the unit goes to ground" or some such. Like suppression fire ambush thing, it can slow units down and prevent overwatch. Also maybe combat squad type stuff, ie you can get two tiny units for objective taking and other shenanigans. Combined with being able to take shootas (so stupid they can't normally) they might be useful. Or maybe 5-10 crappy ork guns will do nothing no matter what rules you give them

Evil sunz look the strongest. I'm guessing the handholds doesn't allow an additional bulky model to embark? Does the supa charged charge bonus combo with boarding plank? The added inches could be a bit much, but really it's either that or 1". As it is, on average a trukk squad will reliably charge something 24" away which is pretty far. The stormboys would be nearing 30 on a waaagh.


Naturally any abilities based on mech or bikers will be the best, can't really do much about that I reckon.

Its suppost to combo, up to a maximum of 12". However I just noticed that I messed it up - disembarking infantry aren't suppost to +2 move *and* +2 charge. Drive 6, disembark 8, charge 2d6+4 is pretty gross. Will change it to +2 move only.

   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Just see how it goes, can only speculate so much. And nah, haven't got any squigs.

True, cavalry doesn't get any toughness, save or jink bonuses. And guns.

Could make the kommandos have objective secured.

Also does the supa ammo work with the gun nutz shots? If it does, in one turn of shooting then charging a unit of 30 shootas will have 8-9 gets hot casualties on average. Pretty high, maybe leave the supa ammo off the gun nutz as as many melt as hit. An alternative to the upgraded shootas blood moons have, you could just say they can take shootas for free as they're rich or something. It's fine as is but its a bit more rolling for gets hot and rending, so just an option.


Automatically Appended Next Post:
And there's also overwatch ^^

This message was edited 1 time. Last update was at 2015/09/08 01:19:53


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Bonkers Buggy Driver with Rockets






i like the bloodaxe "watch your back" rule. it is fluffy, but maybe make an exception to the rule in the case that ghaz is in your army, since ghaz will work with these sneeky gitz and he knows they wouldnt dare cross him.

just a wild crazy rule for bloodaxes or bad moons
"ok, itz a deal, but only if ya give me yer hat". an enemy opponent can role a d6 for each bloodaxe or badmoons unit before the start of your game, on a 6 he successfully bribes the bloodaxe or badmoons unit to not charge in with the rest of the ladz (the unit is removed after deployment as a casualty) at the expense of one victory point given to the ork player. on the roll of 1 the bloodaxes or badmoons were successfully bribed but at the last second decided that they would rather get stuck in anyway. the unit is put in reserves and the ork player still receives the victory point.

for the deathskullz, here are some ideas for rules
-"just some pre battle lootin", for any vehicle squadron taken in the formation you can add an additional vehicle for free. (or allow vehicle squadrons to have one additional vehicle past the max).
-"lootin spree" infantry units gain objective secured.
-"id rather be lootin" any units can either give up their shooting phase or movement phase to gain a loot counter. (this would really work if you changed to the loot counter idea from vankraken...my ideas for upgrades below).

loot counter table (i dont know if all these are equal value, but for right now they are all at default cost of one loot counter each)
1.vehicle upgrades
-repair a hull point
-negate a damage table effect
-a nonblast/template weapon gains twin linked and gets hot (if a 1 is rolled initially then the weapon gets hot and no rerolls are allowed)
-maybe general vehicle upgrades

2.nonvehicle upgrades (specify which model gets this upgrade)
-doks tools
-bigchoppa
-mek tools
-gitfinda (for whole squad)
-waaagh banner
-krak grenades (for whole squad)

3.shared upgrades (specify what model gets this upgrade, if its a vehicle then the vehicle can nominate to which weapon they strapped this extra weapon on, the weapon will gain the fire ark of the weapon its strapped to)
-skorcha
-deffgun
-kmb
-bigshoota
-rokkit launcha
-look for other weapons that would either work for vehicles or non vehicles (these looted weapon can be destroyed through "weapon destroyed")

This message was edited 1 time. Last update was at 2015/09/08 06:02:34


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Flashy Flashgitz





I love the clans you've done!
My one plead is that you create Freebootaz rules!

Warboss Troil
"Less chat, more splat!" 
   
Made in nz
Disguised Speculo





I'd considered it, but couldn't really think of a defining theme that wasn't already done with Bad Moonz.
   
Made in us
Mutilatin' Mad Dok





Ill be honest, the Mek with a Kustom Mega Blasta is nice, btw you have it so Meks can grab one for Free. Not sure if that was intentional, sweet though.

Gotta say that i love the Blood Axes

This message was edited 1 time. Last update was at 2015/09/21 22:31:46


Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in nz
Disguised Speculo





Yeah its intentional. The idea of a mekboy coming to the battlefield with no weapons to chump a challenge is a bit immersion breaking. This way at least it sort of makes sense that he's there, even if you still only ever take him to chump the challenges

This message was edited 1 time. Last update was at 2015/09/22 05:01:04


 
   
Made in us
Mutilatin' Mad Dok





 Dakkamite wrote:
Yeah its intentional. The idea of a mekboy coming to the battlefield with no weapons to chump a challenge is a bit immersion breaking. This way at least it sort of makes sense that he's there, even if you still only ever take him to chump the challenges


Nice, S 8 AP 2 go!!

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
 
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