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Made in us
Tough-as-Nails Ork Boy






Yeah just adding stats or making things cheaper feels like a handout. We're Orks we don't need victory handed to us we need to make new fun rules to play with. They don't want to give us an invuln fine. New rules for ork characters, let us look out sir in challenges. Ork characters fight dirty and toss lads in the way. A boy tries to sneak a swing in and opponent need to divert attention to swing at him. Now we have a 4++/2++ at the cost of a random Mook but still give the opponent some counterplay. You can't just dive in with your small elite squads challenge out the power klaw and then whittle down Orks until you sweep them. Big mobz of Orks become more useful. It's something unique full of flavor and hilarity.

This message was edited 1 time. Last update was at 2016/12/12 01:40:02


 
Made in us
Tough-as-Nails Ork Boy






Lythrandire Biehrellian wrote:
Here's what I did with them, made a multi-formation detachment for them too...

Spoiler:
Orks
Cybork body gives a +1 to feel no pain rolls (or a 6+ feel no pain, if the model doesn’t already have feel no pain).
Ork bikes for nobz are 10 points per model, warbikes as orky know whats are 20
Power klaws are 30 points each, but strike at normal initiative
Big bombs for deff koptas are used exactly like a bombing run for a flyer. 5 points to purchase
Buzz saw upgrade for deff kopta is 15 points. Causes hammer of wrath to be done at strength 6 ap2
Deff rolla always causes d3 strength 10 ap4 hits when tank shocking or ramming and ignores dangerous terrain tests. 20 points to upgrade
Remove the (maximum 12”) from boarding planks
Mob rule chart causes automatic pass on a roll of 7+
Bosspoles add or subtract one on mob rule chart per pole.
Mob rule causes d3 hits instead of d6
Lootas may take a looted wagon as a dedicated transport.
Ork nobz are 14 points base, the boss nob is 16.
Boss nobz are Ld8 instead of 7
Price changes
Gargantuan squiggoth: 390 points
Trukk 35 ramshackle rule returned to the one printed in the ork codex for 4th edition.
Dakkajet 90
Burna Bommer 105
Blitza Bommer 125
Warbuggies 25
Battlewagon 95 (killkannon is a 15 point upgrade)
Deff Dread (add “’ere we go!” power klaw upgrades are 5 points each, 4 attacks base) 80
Killa kans (4 attacks base) 40
Gorkanaut (6hp superheavy walker gains effigy rule from stompa) 270
Morkanaut (6 HP superheavy walker gains effigy rule from stompa) 260
Stompa 760
Big mek stompa 785
Kustom battle fortress 420


Ork m.f.d.
Spoiler:
Ork M.F.D. “Ork WAAAGH!”
An “Ork WAAAGH!” detachment consists of the following
1-3 core choices
1+ auxiliary choices
0-1 command choice per core choice


Command benefits: Boss of da WAAAGH! Reroll warlord traits from Codex:Orks.
Stampede: units with 10 or more models when they declare a charge gain hammer of wrath.
“WAAAGH!” your warlord may declare an additional “WAAAGH!” per game.
Tide of violence: if your WAAAGH! Detachment has at least 2 core formations with one headed by a big mek and another by a warboss, units in the formation don’t suffer penalties for disordered charges during a round when a “WAAAGH!” was declared.


Core choices: “green tide” and “dread mob” from the ork supplement “Waaagh! Ghazghkull”
And the ork warband
Ork warband
1 warboss or big mek
0-3 mekboy
0-2 painboyz
1-3 units of nobz or meganobz
3-6 units of boyz
1-6 units of gretchen
Command benefits: reroll warlord trait from codexrks.
Da clans! Your army gains the following benefit depending of what clan you choose
Goff: your warlord may declare an additional “Waaagh!” per game, and may choose to do so starting turn one
Evil sunz: units on bikes gain “skilled rider”. Trukks purchased as dedicated transports gain “red paintjob” for free and receive a 5+ cover save if they moved flat out until the start of their next turn.
Bad moons: one weapon wielded by any characters in this formation gains the “mastercrafted” special rule.
Snakebite: melee weapons gain the “poison (6+)” special rule.
Deathskullz: units in this formation gain objective secured. Also, any wrecked enemy vehicle is considered a 1 point objective at the end of the game (for both armies).
Blood axes: models in this formation gain a +1 to cover saves on the first turn. They may also add or subtract 1 from any roll made on the “mob rule” table.




Auxiliary choices
“Blitz Brigade”, “Air Armada”, and “Mekboyz’ Big Stuff” from the ork supplement “WAAAGH! Ghazghkull”






Speed Freaks
3 units of bikerboyz
2-5 units of warbuggies or deffkoptas.
Command benefit: outflank. If deployed in outflank reserves, the owning player chooses when the formation arrives. This includes the first turn. The whole formation must arrive at the same time.


Da Flashiest of Gitz
3 units of flash gitz
3 mekboyz
Restrictions: each mekboy must be placed in a different unit from this formation
Command benefits: while the mekboy is alive, their unit rolls a d3+1 for their ap value instead of a d6


Kunnin’ Lil’ Runts...
1-3 gretchen units
1-5 mek gun batteries
Command benefits: if a mek gun battery is targeting a unit within 6” of a gretchen unit, they count their guns as twin linked.


Dakkamob
3-5 units of lootas
1 bigmek
While the bigmek is alive, all loota units from this formation add 1 to their rolls to determine their shots fired this phase.


Broozas
5 units of nobz or meganobz
Command benefit: all units in the formation gain stubborn and rampage.


“Strategists!?!”
3 units of kommandos
3 units of stormboyz
Command benefit: all ranged weapons on the kommandos gain “pinning”. Stormboyz that deep strike within 6” of kommandos from this formation do not scatter.


Speshulists
3-5 units of burna boyz and/or tankbustas
Command benefit: one unit type, models from this formation gain “prefered enemy” against that unit type for the duration of the game.


Command choices
All of the named characters from codex: orks and their supplements, and the following


Da Bigmek’s finest
1 bigmek
3-5 mekboyz
Restrictions: all mekboys must be in the same unit as the bigmek. If he leaves a unit, they may also leave, so long as they remain in coherency with the bigmek.
Command benefits: the bigmek gains a bonus to certain pieces of wargear depending on how many of his mekboyz are in his unit.
Add 2” of range to the tellyporta blasta per mekboy
Roll 1d6 per mekboy (as opposed to 2d6) for the strength of the shokk-attack gun and choose 2
The kustom forcefield grants an invulnerable save to all models within 3” of the mekboyz in addition to the normal range.


oddboyz
2-3 weirdboyz
1 unit of orkboyz
Restrictions: all must join as one unit, no other independent characters may join the unit.
Command benefits: reroll all failed psychic tests. When a weirdboy would lose a wound due to perils of the warp, lose d3 boyz instead. If there are not enough boyz left, then center a small blast template over the weirdboy who cast the power. This is a strength D ap2 template with the vortex special rule.


If we could get half those formations I'd be happy. They're all top notch, unlike the only two we have now.
Made in us
Tough-as-Nails Ork Boy






SemperMortis wrote:


Burna Boyz are in a terrible situation because they just are boyz with over priced flamers that can act as power swords. I think the fix for them would be to increase price by a single point and give them Eavy armor as well as the ability to use their Burna's in the shooting phase and the CC Phase. That would make them a lot scarier and more durable. Also, an option to make either the Mek or maybe a few boyz into Skorcha Boyz would be neat.


While it would be interesting giving them heavy armor, just getting rid of the AP3 base and knock them down to 11 pts (6 pt boy with a 5 point flamer). Then make it so any burna boy can purchase a "mek nozzle" that allows the AP3. That way we can hide the power weapons in the back and still rush up and torch something with 12 cheaper templates.
 
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