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Made in us
Bonkers Buggy Driver with Rockets






I have a bunch of orks, so much that I can easily play 2000pt games by myself, so I've decided to make a kustom ruleset to bring internal balance to my codex, but only to be used in ork vrs ork games by myself or with friends

Kustom 40k ork rules
 
........General rules..........
All lists are now unbound, no others
Cybork adds 1 to fnp

All warbike upgrades can now be purchased for 20 pts all around

All ork infantry get plus 1 str

Ork mobs are fearless at 10, current mob rule is fail on 1, stuck in on 2 n 3, breaking Eads 4n5n6??????

double the heavy weapon count of squads (bigshoota,rokket,flamer ect)

All ork infantry can purchase 4up armour for 3pts a pop, 

.........hqs.........
Special characters allowed, now can purchase upgrades just like other hqs

.........Nob stat models.......
Nobz squads are 2ppm cheaper

Flashgitz now have eavy armour  now (for exchange for bosspoles )can purchase bp for 5pts

All nobs and hqs can purchase 1 toughness for 10pts

Nobs can now have heavy weapons without taking up the squads hvy weapon slot

 Nob big choppas are 3pts

pwr claws n killsaws now are -5pts on nobz and hqs

.......boy stat models.......
Big choppas can be given to boys for 2pts   instead of hvy weapons

-10pts on killsaw and buzzsaw for mek and defkopta

.......grot stat units.......
Replace existing blasters with longe range blaster (same stats except for being 36 in range), mekgun crews can purchase them for 1ppm

Runtherd can purchase shootas for 1ppm

........walkers.......
Killa kan now 40 pts

Additional Klaws on deffdredds are now 5pts

Deffdredds are now a vehicle squadron up to 4 total

Mega/meka/gmorkanaut are now a vehicle squadron up to 2 total

Gmorkanauts/mega/meka dreads can now shoot different weapons at different targets just like a superheavy

Walkers can now take up transport capacity and embark on vehicles, any vehicle with a walker in it counts as Haveing the wrecking ball and grabbing claw for every walker in it
Killa kan take up 5 transprt
Deffdredd take up 10 transport
Mega dredd/meka dredd/ gmorkanaut take up 20 transport

.......vehicles......
Killa kan that suffer cowardly grot now suffer crew stunned instead of crew shaken, their claws are now +3 str

Kannons or lobbas now can be trades out for a tl gun slot, or vice versa

Imperial armour vehicles now pay for similar upgrades for the same price as ork models, example, a roket now costs 5pt instead of 10pts

Any vehicle can add 5 troop capacity for 5 pts, can be done ounce for 10 to 12 front, twice for 13 to 14 front, even walkers can do this

Any transport vehicle can give up 5 transport for 5 gun placements  (can be done multiple times)

Vehicle hvy weapons can be tl for twice the price, and or removed or swapped for other similar priced weapons (rokkit, bigshoota, skorchas )

10 to 11 front (5 up ramshackle ), 12 front (4up ramshackle ), 13 to 14 front (3up ramshackle )

Superheavies now can suffer vehicle dmg results???????

Monster/gmc can now suffer vehicle dmg results (except for explodes) for any weapon that beats it's toughness with its strength  (modifiers apply)??????

Please ask if you have any questions about the rules or suggestions.

Edit


All walker transport are counted as open topped for the aplication of embarked units being transported (they do not gain open topped for the vehicle dmg table bonus ). Embarked units count the vehicle as open topped for shooting purposes

The boarding plank is now 5 point

All transports an now embark multiple units (like a superheavy )

This message was edited 2 times. Last update was at 2016/10/09 22:25:45


"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
Bonkers Buggy Driver with Rockets






This seems like a lot of stuff to have to track, you've tweaked so much stuff that you've basically created a new codex. It seems like it would be easier to just take the 7e and 6e codices and just use whichever version of a unit is more powerful as the unit's rules, then use the more powerful rules for wargear and special rules. So you would use old mob rule, old kans, old battlewagon w/ old Deff rolla upgrade and old burnas, but new big gunz/mek gunz, new tankbustas, new point cost on buying rokkits and orkonauts would be able to be used. Everything is basically balanced between the two rules sources IIRC, the only things that need fixing are flash gits and the special characters. The psychic powers may need a reboot, some units like MANz might need nerfs, and some units may need to use rules that don't work or exist in 7e (burnas may or may not need to use the 6e template rules, and nobs will probably need a fix), but it can be figured out pretty simply by flipping back and forth between books and writing down which version to use.

Edit: on the subject of whole new codices there is an actual pre-rewritten codex here that's moderately well balanced internally, though it does support a ton of stuff that the regular codex doesn't like grot revolutionary armies, dread mobs and superheavies. Link: http://www.dakkadakka.com/dakkaforum/posts/list/697834.page

This message was edited 1 time. Last update was at 2016/10/14 17:43:58


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
 
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