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Made in us
Krazed Killa Kan






I was bored so I figured I would throw together some ideas I had for an Orkcurion Detachment. The only change I would make to the base codex is that Cybork is a 5+ Invuln save instead of 6+ FNP. Feel free to point out any broken gak you find and if anything seems too much or too little. Not trying to 1 up every other detachment but I would like the Orks to be able to hang with the other Decurion era codexes.

-Orkcurion Detachment: (Call if the Ork WAAAGH! Detachment if your a stick in the mud who doesn't like silly names ).
Requires
1-2 Command
1-3 Core
1-9 Auxiliary

Command
Spoiler:
-Warboss Retinue
1 Warboss
0-2 Big Meks
0-2 Weirdboys
1 Nobz or Meganobz
0-1 Painboy

Special Rules
*All non vehicles must form 1 unit. This unit counts as 1 Victory Points for the purposes of kill points and enemy killing objectives. Independent characters taken as part of the Warboss Retinue cannot leave the unit and cannot join other units. The entire unit counts as the Warlord for your army.
*Can take a Battlewagon as a dedicated transport for free.
*Fearless
*+1 WS
-----------------------------------------------------------------
-Oddboy Crew
1-3 Big Meks
0-4 Meks
1-3 Painboys
1-3 Weirdboys

Special Rules
*+1 to all repair rolls
*+1 BS


Core
Spoiler:
-Ork Mob
2-10 Boyz
0-2 Nobz
1-4 Gretchen
0-3 Painboys
0-1 Warboss

Special Rules
*Add 1" to all movement, run, and charge actions.
*Units of the same kind can combine together during deployment to become larger units. If the entire unit is destroyed then it counts as destroying each individual unit for the purposes of kill points and unit destroying objectives.
*Fleet
-----------------------------------------------------------------
-Kult of Speed
2-6 Warbikers
0-4 Buggies
2-6 Boyz
0-4 Deffkoptas
1-3 Big Meks
1-4 Meks

Special Rules
*Free Trukk Dedicated Transports
*Can Flat Out/Turbo Boost and then fire snap shots. This includes the passengers of a vehicle.
-----------------------------------------------------------------
-Dread Mob
1-4 Killa Kanz
2-8 Deff Dreads

Special Rules
*Move Through Cover
*Can Run and Charge in the same turn.
*All damage results besides Explosion are down graded to Shaken


Auxiliary
Spoiler:
-Stomboyz Assault
2-5 Stormboyz
0-1 Zadstrukk

Special Rules
*Can combine into a single unit
*Jink
*The unit with Zadstrukk can assault the turn they arrive via deep strike
-----------------------------------------------------------------
-Orkanaut Krushing Krew
1-3 Gorkanauts and/or Morkanauts

Special Rules
*Counts as being Super Heavy Walkers. Cannot Stomp
*D3 Hammer of Wrath at AP2
-----------------------------------------------------------------
-Kommando Infiltration Squad
2-5 Kommandos
0-1 Snikrot

Special Rules
*Stealth becomes Shrouded instead
*Auto arrives if in Reserves turn 2
-----------------------------------------------------------------
-Blitz Brigade
3-6 Battlewagons

Special Rules
*Scout
-----------------------------------------------------------------
-Loota Mob
3-6 Lootas
0-4 Looted Wagons

Special Rules
*If shooting at an enemy unit that another unit in the Loota Mob shot at then those shots get the Pinning, Rending, -1 to enemy cover saves.
-----------------------------------------------------------------
-Bully Boyz
3-6 Nobz and/or Meganobz

Special Rules
*Must contain at least 5 models per unit
*Fearless
*Fear
*+1 WS
*Nobz may take Big Choppas and/or Eavy Armor for free
-----------------------------------------------------------------
-Skyboyz
3-6 Ork Codex Flyers

Special Rules
*Big Shootas and Supa Shootas have Pinning
*Each Bombing run may use 2 bombs instead of 1. Only 1 Skreamin' Descent roll is made regardless of how many bombs are being dropped
*Going back into Ongoing reserves replenishes all 1 shot weapons and repairs any lost hull points.
-----------------------------------------------------------------
-Weirdboy Communion
2-7 Weirdboys

Special Rules
*Can take 1 additional power from the Power of the WAAAGH! list if all other powers taken where from the Power of the WAAAGH!
*Can reroll 1 unsuccessfully harnessed warp charge when attempting to cast a power.
* 3 Weirdboys in the same unit can join together to attempt to cast a witchfire power from the Power of the WAAAAGH list that any one of the three knows. This power is counted as requiring 2 Warp Charge more than listed and only 1 psychic test is made. If successfully casted and Deny the Witch unsuccessful, the Witchfire is fired 3 times at the same target. If attempting to manifest this psychic power would cause the psyker to suffer Perils of the Warp then roll on the Perils of the Warp table and apply the result to all 3 Weirdboys, Any leadership tests, saves, or FNP rolls are taken individually.
-----------------------------------------------------------------
-Dakka Gitz
2-6 Flash Gitz, Tankbustas, and/or Mek Gunz

Special Rules
*May reroll any AP rolls
*Shooting attacks with an AP value of 3 or less have -1 to enemy cover saves.


Detachment wide rules

-Clan Tactics: Pick one Clan Tactic
Goffs: Immune to fear, counts as having Furious Charge in effect every turn regardless of other factors..
Deathskulls: +1 to all invulnerable saves. 6+ invulnerable save if they do not have any.
Evil Suns: Vehicles and Bikes have 5+ invulnerable saves against shooting attacks.
Snakebites: +1 FNP to all non vehicles.
Bad Moons: All Shoota type weapons and Snazzguns have Shred
Blood Axe: +1 to all cover saves.

-Orks are made for Fighting: The following replaces the Mob Rule Table
1-3 Breaking Heads: Same as Codex Orks entry for Breaking Heads.
4-5 Its gonna take more then dat to stop us: Pass Morale or Pinning Test
6 Get Excited!: The unit gains the Zealot Rule until the end of the Ork player's next turn.

This message was edited 4 times. Last update was at 2016/02/28 10:05:37


"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 ru
!!Goffik Rocker!!






Well, i like this. Needs a thing for mek gunz!

This message was edited 1 time. Last update was at 2015/12/10 09:42:06


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

You really need to tidy up the rules, the wording is all over the place, other than that I actually really like this, keep it up.


Automatically Appended Next Post:
Here's an idea

Loota mob
1-3 Loota mobs
0-1 nobs
1-3 big meks
0-1 looted vehicle

Formation benefits:
Relentless.
Stealth

Special rules:
All lootas that are part of this formation add +1 to the D3 when determining the amount of shots they produce for any shooting attack.

The big meks shock attack gun may roll an additional d6, picking the 2 results you wish, when determining the strength of its attack.

When taking this formation, the ork player may select any heavy support unit with an armour value from any other Codex, this vehicle can only take upgrades from the ork Codex, if the vehicle has the option to take sponson weapons, it may take the them.


Automatically Appended Next Post:
Of course paying the points value for the selected vehicle

This message was edited 2 times. Last update was at 2015/12/10 11:13:17


 
   
Made in us
Dakka Veteran





I like the command choice. It kinda reminds me of a rehashed mogroks bossboys though with just different rules.

This message was edited 1 time. Last update was at 2015/12/10 13:31:31


 
   
Made in us
Krazed Killa Kan






I went back and redid some of the formatting to clean it up and make it easier to read. Hopefully that helps. I would love to hear more about how this sounds.

I wanted to say a bit about my intentions with the Tactics. The Clan tactics are to be sorta representing the style of leader the Warlord leading the army would use. I felt like each one had subtle trade offs in effectiveness with their own niche benefits but none of them dominating over the others. The Goff and Bad Moons is something that I'm not all that thrilled about (Goffs might be too weak, Bad Moons too strong?). Any suggestions would be appreciated.

@koooaei The Dakka Gitz has the option to take Mek Guns. Its not an idea name and grouping for them but the rules for a lot of the Mek Guns and Flash Gitz are similar and both suffer from the same issue of those AP d6 rolls.

@Formosa Is this tidier now? It was a sloppy copy and paste from excel so it appeared a lot easier to read when it was broken up with grid lines.

@mhalko1 I really liked the idea of the Warboss having his Nob body guards as well as his other top Orks in a unit with him. I was toying around with the idea of his unit making other units nearby inspired but I didn't want to make the rules even more over the top and make it feel like pushing for power gaming. The bossboyz formation has so many Big Meks that it seems good for SAGs but not really what you would want in an Warboss command squad of sorts. The council of WAAAGH! was something similar and fit the whole command squad feel but that is taking Ghaz and Grotsnik which is a ton of points and not very practical in most games.

"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 ca
Gargantuan Gargant






I really like it! Fluffy and it covers most of the bases and even incorporates a lot of the current formations while fixing em, the only areas that I would suggest improvement on is calling it "Klan Rulez" rather than "Klan Tactics", just a minor thing since I find that it sounds too close to what the Beakies got.

Also, I feel a better way to reflect the Goffs would be for them to have rules that reflect them often being the fightiest of the Orks:

Orks with the Goff Klan special rule with two CCW's or a Power Klaw gain +1WS. (This way only guys geared towards CC like Slugga Boyz, Nobz, Warbosses, get the bonus and ranged units like Lootas don't suddenly get a WS boost for no reason.

Orks with the Goff Klan special rule may also re-roll all failed morale and pinning tests caused during the shooting phase, to reflect their determination to get stuck in (but once they're actually in combat that's a different story).

Blood Axes also seem a little short of their roles as innovative and sneaky leaders. Maybe give all Ork characters with the Blood Axes Klan rule +1Ld? Or only the HQ choices?

I'll come back with more tomorrow after some sleep.

This message was edited 1 time. Last update was at 2015/12/11 07:55:21


 
   
Made in us
Krazed Killa Kan






 Grimskul wrote:
I really like it! Fluffy and it covers most of the bases and even incorporates a lot of the current formations while fixing em, the only areas that I would suggest improvement on is calling it "Klan Rulez" rather than "Klan Tactics", just a minor thing since I find that it sounds too close to what the Beakies got.

Also, I feel a better way to reflect the Goffs would be for them to have rules that reflect them often being the fightiest of the Orks:

Orks with the Goff Klan special rule with two CCW's or a Power Klaw gain +1WS. (This way only guys geared towards CC like Slugga Boyz, Nobz, Warbosses, get the bonus and ranged units like Lootas don't suddenly get a WS boost for no reason.

Orks with the Goff Klan special rule may also re-roll all failed morale and pinning tests caused during the shooting phase, to reflect their determination to get stuck in (but once they're actually in combat that's a different story).

Blood Axes also seem a little short of their roles as innovative and sneaky leaders. Maybe give all Ork characters with the Blood Axes Klan rule +1Ld? Or only the HQ choices?

I'll come back with more tomorrow after some sleep.


Your right about the "Tactics" name. Didn't really have a good name for it yet so its just a place holder. Personally I tend to want to make Ork puns for rule names but it might distract from the meat of the rules .

Not sure about the +1 WS for 2 weapons/PK but maybe instead give them +1 to the mob rule result (so 66% of the time they just auto pass and half of those give zealot) and they can take mob rule for fear checks. I like the idea of them always being excited to fight and wanting to bust skulls but they aren't more powerful than the other orks so much as being more determined. Being able to multi assault with less penalty and have prolong CC not be a bad thing for them.

For Blood Axes maybe instead have Outflank and Stealth the turn they arrive from reserves? This would give their Kommandos Stealth and Shrouded and let them outflank large assortments of units giving them a tactical advantage compared to other Orks.

"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 us
Frightening Flamer of Tzeentch






A unit of 7 Weirdboyz will kill itself almost instantaneously, lol. Also, literally every ork boy getting a rending sun is a little silly.

This message was edited 1 time. Last update was at 2015/12/11 09:35:50


Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Fresh-Faced New User





I really like this, although the bad moons clan tactics is a bit over the top. Shoota Boys would gun down everything shy of AV14.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

A thought on the Loota mob, rather than rending, and this proposal Is a bid mad, why not +1 Strength to its guns, call it "massive dakka" or something?
   
Made in us
Missionary On A Mission



Eastern VA

For Bad Moons, if they all gained Shred instead of Rending, that might be more reasonable. Preferred Enemy (everything) is a decent option, too, though that would affect assault as well.

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Krazed Killa Kan






I took the suggestion for Shred and replaced the Rending rule on the Bad Moonz rules.

@Lord Commissar The weirdboy formation doesn't require you to put all of them into the same unit so if you don't want to risk blowing your Weirdboyz up then they get spread around. Now that I think about it I could see some dirty Daemon Summoning coming from this instead of the intended goal of having Orks just vomiting out powers and Weirdboys heads exploding from all the WAAAGH power.... Gonna need to rework that so it doesn't cause massive warp charge creep.

@Formosa Reroll to hit instead of Rending perhaps?

Edit: Updated the Weirdboy power list. Reworked it so instead of being a Warp Charge battery, 3 Weirdboys can instead combine together to triple cast a Witchfire power. That will prevent any sort of Daemon Summoning

This message was edited 1 time. Last update was at 2015/12/11 20:39:11


"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 us
Unshakeable Grey Knight Land Raider Pilot





Yeah, Rending on burna boys would be a little TOO good.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Not much of a fan of the Command options, purely because im not used to playing that way but thats just me. Then again i have issues with the Tau Command ones too so whatever lol.

The Auxiliaries and special rules are awesome. Not sure if making Gorkanauts (or possibly Morkanauts) count as Supers w/o Stomp is fair though...that makes them incredibly strong on four accounts:
1) Immune to all damage charts except Explode! which does D3 instead of Instantdeath.
2) Moves 12", has Moves Through Cover (thanks to the FAQ thats no longer a problem)
3) Can splitfire weapons
4) Catastrophic Damage. Yes i consider this a perk. BOTH the 'Nauts are melee monsters, so they are going to be in the grill of the enemy forces. Since they have 5hp AV13/13/12, they can die much faster than normal Supers. When they die, they will possibly take a TON of things with them.

I think they should just get the Damage Chart perk personally. I dont own one but i use my Riptides as a proxy (since theyre about the same size) from time to time and i usually dont have a problem getting across the table unless i get an unlucky Explode! result somewhere.

While i love the ability to bring a ton of Weirdboyz, since my main issue with them is HQ slots being devoured by a super, super squishy model, i think the combined psyker power is a death wish lol. Costs 2 more warp charges than usual? Ouch...thats needing 3-4 Warps to fire a spell...talk about asking for perils lol. Then again, orks are all about crazy powerful yet dangerous rules.

I'd say immune to fear is a general rule, not a klan tactic. I absolutely hate how a primarily melee army suffers from fear tests because they neither have good leadership OR fearless by default.

This message was edited 1 time. Last update was at 2015/12/11 22:02:34


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Dakka Veteran





 Vineheart01 wrote:
Not much of a fan of the Command options, purely because im not used to playing that way but thats just me. Then again i have issues with the Tau Command ones too so whatever lol.

The Auxiliaries and special rules are awesome. Not sure if making Gorkanauts (or possibly Morkanauts) count as Supers w/o Stomp is fair though...that makes them incredibly strong on four accounts:
1) Immune to all damage charts except Explode! which does D3 instead of Instantdeath.
2) Moves 12", has Moves Through Cover (thanks to the FAQ thats no longer a problem)
3) Can splitfire weapons
4) Catastrophic Damage. Yes i consider this a perk. BOTH the 'Nauts are melee monsters, so they are going to be in the grill of the enemy forces. Since they have 5hp AV13/13/12, they can die much faster than normal Supers. When they die, they will possibly take a TON of things with them.

I think they should just get the Damage Chart perk personally. I dont own one but i use my Riptides as a proxy (since theyre about the same size) from time to time and i usually dont have a problem getting across the table unless i get an unlucky Explode! result somewhere.

While i love the ability to bring a ton of Weirdboyz, since my main issue with them is HQ slots being devoured by a super, super squishy model, i think the combined psyker power is a death wish lol. Costs 2 more warp charges than usual? Ouch...thats needing 3-4 Warps to fire a spell...talk about asking for perils lol. Then again, orks are all about crazy powerful yet dangerous rules.

I'd say immune to fear is a general rule, not a klan tactic. I absolutely hate how a primarily melee army suffers from fear tests because they neither have good leadership OR fearless by default.


The orkanauts are large enough to be super heavies. And for 310 points the morkanaut is more expensive than the wraithknight. So point wise it makes sense.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If you want to compare it to a WK then theres a lot more that needs to be done.

I dont want to buff ANYTHING to Eldar levels. I want Eldar levels to be lowered. When one faction has an unusually high damage curve per points compared to the rest, you dont buff every single codex to match it you nerf the one. WK is the worst example of a balanced unit in the game, way worse than Riptides in terms of point value. Nothing should be that strong.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Liche Priest Hierophant







That being said though, the Orkanauts are currently quite underpowered and are definitely deserving of Super-heavy status given their bulk, even if they do get another points increase for it (I don't think they'd need more than a 10-20pt increase if that at all).

I'm not disagreeing with the 'nerf the OP stuff' statement, though. However you do need to buff units below a middle ground as well.
   
 
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