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Made in gb
Longtime Dakkanaut






New Ork Units:
My theory is that the Ork range could easily and brilliantly be expanded with a few new/upgrade kits and a new line of models to cover Squigs in 40k, which are woefully neglected to upgrades and invisible wargear.

Gundreads:
Deff Dreads, but with bigger guns. No CC weapons, but a pair of mek guns or big guns – one on each side – and perhaps the tellyport megablasta from the new flier. Lifta-droppa would be pretty cool, as well, though this could be a 2-handed weapon for a morkanaught or mekadread instead, which would be awesome.

Megadread – as in, properly mega. Knight equivalent (ish), not quite a stompa, but definitely superheavy. Revamping the mega/mekadreads into almost-knights, with mekky options for one and brute force & firepower on the other, would be an awesome unit to build & play.

Guntrukks: GW will have noticed that their trukks aren’t selling like hot-cakes any more. Cue the Trukk-Upgrade kit!
Sacrifice transport for a big gun (one mek gun or big gun or killkannon, and perhaps some unique options as well, like supa-skorchas).

Squig Herda: Like the runtherd, but with abilities to keep squigs in check.
Squeaky toy – 12” range, S1 Ap-, hits on a 3+ - Squigs gain +1 to charge distance if they charge this unit this turn.
Squig Unit:
10-30 squigs
M: 8”, WS:2+, BS: 6+, S:3, T:3, W:1, A:3, Ld:6, 6+ Save
Squigs can be upgraded to the following: – either a stratagem or a points cost.
Facebiters: +1 S, AP-1
Flapper squig: M12, fly.

Squiggoths – Units of 2-6, with options to either carry big/mek guns on their backs or have additional armour & CC ability. No Transport (You’re thinking of Big Squiggoths).
Power Jaws, Zzap-Tusks, some sort of shoulder-mounted grinder ram?

Big Squiggoths:
More or less unchanged but with the option to go for heavy armour and no transport capacity – choose between beast of burden or trained attack beast. A special character mega-armoured squiggoth (one per army) would be amazing but perhaps unlikely. Cybork squiggoth also would be sweet.

Squig Riders: Not 100% sold on this but grots riding squigs as a cheap and cheerful fast attack unit. Mobs of 10-20, M8, with grot-fired shootas and squig stats.

I’m also thinking Looted tanks need a comeback, in a really simple way – pay the points for it as if it was from another codex, but it becomes orks and has the klan culture, with BS5+. Job done – you’re paying over the odds for a vehicle to be less effective. Some might be less ineffective (hellhounds) and some might be more ineffective (anything with 1-shot guns), but in contrast the hellhound doesn’t do much that orks don’t already do well, and a tank with a single-shot high-damage gun has a chance to do something orks don’t do so well, but it’s a gamble whether they will. Looted repulsors would be sweet, even if they hit on a 5+!



Does anyone else have any ideas for Ork units which would be great to see brought into the game?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Dakka Veteran





All I want is the Hop-Splat back in game. I want bouncy mayhem to return.

Consummate 8th Edition Hater.  
   
Made in gb
Mekboy on Kustom Deth Kopta






 some bloke wrote:
New Ork Units:
My theory is that the Ork range could easily and brilliantly be expanded with a few new/upgrade kits and a new line of models to cover Squigs in 40k, which are woefully neglected to upgrades and invisible wargear.

Yes. Yes. Yeeeeesss. Bring on the Squigs!

Gundreads:
Deff Dreads, but with bigger guns. No CC weapons, but a pair of mek guns or big guns – one on each side – and perhaps the tellyport megablasta from the new flier. Lifta-droppa would be pretty cool, as well, though this could be a 2-handed weapon for a morkanaught or mekadread instead, which would be awesome.

If I'm reading this right, you're talking about a Deff Dread literally holding a big gun such as the Tellyport Megablasta or Lifta-Droppa!? I love it. Great idea, easily and cost-effectively implemented for GW. I'm assuming this would be an upgrade kit?

Megadread – as in, properly mega. Knight equivalent (ish), not quite a stompa, but definitely superheavy. Revamping the mega/mekadreads into almost-knights, with mekky options for one and brute force & firepower on the other, would be an awesome unit to build & play.

Struggling to see the difference in role and fluff from this and a Gork/Morkanaut? For me, they kinda fill the same role. Not as fussed on this one, sorry dude.

Guntrukks: GW will have noticed that their trukks aren’t selling like hot-cakes any more. Cue the Trukk-Upgrade kit!
Sacrifice transport for a big gun (one mek gun or big gun or killkannon, and perhaps some unique options as well, like supa-skorchas).

Oh yesss please. I have some converted units that aren't far off this as is. I currently run them as Buggies which, while I type this and think about it, is kinda what Buggies are supposed to be, really. Perhaps make Buggies closer to Trukk in terms of durability?

Squig Herda: Like the runtherd, but with abilities to keep squigs in check.
Squeaky toy – 12” range, S1 Ap-, hits on a 3+ - Squigs gain +1 to charge distance if they charge this unit this turn.

Ideal, just changed name of "Squeaky Toy" to "Squiggly Toy" and you're there.
Squig Unit:
10-30 squigs
M: 8”, WS:2+, BS: 6+, S:3, T:3, W:1, A:3, Ld:6, 6+ Save

WS 2+ seems awfully strong. How many points to do you reckon for them/what battlefield role (surely not troops)?
Squigs can be upgraded to the following: – either a stratagem or a points cost.
Facebiters: +1 S, AP-1
Flapper squig: M12, fly.

Love the upgrades for the Squigs.

Squiggoths – Units of 2-6, with options to either carry big/mek guns on their backs or have additional armour & CC ability. No Transport (You’re thinking of Big Squiggoths).
Power Jaws, Zzap-Tusks, some sort of shoulder-mounted grinder ram?

I never knew I wanted "Power Jawz" until I read the above statement. Now I want nothing more. Thanks for that!
Big Squiggoths:
More or less unchanged but with the option to go for heavy armour and no transport capacity – choose between beast of burden or trained attack beast. A special character mega-armoured squiggoth (one per army) would be amazing but perhaps unlikely. Cybork squiggoth also would be sweet.

Big Squiggoths - absolutely. More options - absolutely. CYBORK Squiggoths?! Hell to the yea.

Special Character could be a legendary Squig Herder riding his favourite Squig?
Squig Riders: Not 100% sold on this but grots riding squigs as a cheap and cheerful fast attack unit. Mobs of 10-20, M8, with grot-fired shootas and squig stats.

How are you not 100% sold on Grots riding Squigs?!

I’m also thinking Looted tanks need a comeback, in a really simple way – pay the points for it as if it was from another codex, but it becomes orks and has the klan culture, with BS5+. Job done – you’re paying over the odds for a vehicle to be less effective. Some might be less ineffective (hellhounds) and some might be more ineffective (anything with 1-shot guns), but in contrast the hellhound doesn’t do much that orks don’t already do well, and a tank with a single-shot high-damage gun has a chance to do something orks don’t do so well, but it’s a gamble whether they will. Looted repulsors would be sweet, even if they hit on a 5+!

I actually think this shouldn't come back for competitive play. There's too many variables and no doubt we'd find some broken combo and exploit it until GW sorted it. As much as I love Looted Tanks, I run mine as Buggies now.


Does anyone else have any ideas for Ork units which would be great to see brought into the game?

Oh yes.

Megaboss - the Toughest, Meanest, Biggest Boss that has beaten a Big Mek into submission into giving him Mega Armour. Effectively the "Primeork" leader of our armies - make the model a decent size and stature, give them stats to justify the size increase, potentially give them more than 10 wounds.
Options (some/all of these may be broken) -
Cybork Body = 5+++
Git Finda = BS goes to 3+ DDD! triggers on 5 and 6s
Git Hitta = at start of shooting phase on a 2+ Ork units within 6" gain re-roll ranged hits against a target unit
Power Jawz = Str x3, AP-4 D6 damage, 1 attack per fight phase with this weapon, on a 1 to hit the boss bites his own tongue and suffers 1 MW
Big Boss Choppa = +2 Str, +2 Attacks, AP-1, D2
Big Boss Klaw = x2 Str, +1 Attack, AP-3, DD3
Big Boss Shoota = Assault 6, Str 5, AP-1, D1, 24" Range
Rack o' Dakka = Assault 10, Str 6, AP-2 D1, 24" Range (can only take 1 "Rack" weapon)
Rack o' Rokkits = Assault 3 Str 8, AP-2, D3, 24" Range
Rack o' Gits = Each round the first wound lost by this Megaboss is negated as a Grot is thrown in front of the attacking weapon

WAAAAGH!mbulance - sometimes a Painboy gets da need for speed and "encourages" the local Meks into providing him with a mobile torture vehicle so he can help da ladz fasta - new Buggy with Ork (Nurse) driver, Painboy on the back carrying out emergency surgery on a poor victim surrounded by Grot Orderlies.
Basically a replacement for the lost Painboy on Bike - he provides a 6+++ to Infantry and Bikes in an aura around him. Able to heal bikes and infantry.
Options -
Healf Bomms - D3 ranged grenade attacks made in shooting phase against controlling player's own unit(s), if it hits heal D3+1 Wounds (model can't fire any other weapons this turn, unit can't be healed twice)
Urty Dakka - Assault 5, Str4, AP1, D1 (always wounds none Vehicle models on a 2+)
Torture Table - Allows WAAAAGH!mbulance to bring a slain model from a unit back on 1 wound similar to Apothecaries within 6".

Grot Snipaz - sneaky Gits who prefer "ranged warfare", prone to "accidentally" hitting their larger, bullying brethren.
Nuff said really. Elite choice. When selected to fire ranged weapons roll a dice, on a 1 the Grots must fire at the closest ORK model and cannot target any other units. Perhaps a stratagem to allow them to fire into combat against an enemy unit, but any misses count as hits on the Ork unit instead.

Grot Leada - sneakiest Git of all, every Klan has one, much to the chagrin of the Orks who relentlessly hunt the creature (in vain, he's too sneaky). Grot HQ. Unique, one per army.
Provides morale buff for Grots, can be outfitted with slightly better Sniper weapon or "Git Klaw" which is a joke Power Klaw but has some decent effect on Grots in cqc (+1 to hit or wound or something?) if it hits.
Losing the Grot Leada should have an overly negative effect on the morale of Grots in the vicinity, to account for the (presumably) ability to take a cheap HQ.
   
Made in it
Waaagh! Ork Warboss




Italy

I think orks lack basically one unit: a predator/leman russ equivalent. A tank with solid armor for ork standards, no transport capacity and a gun with high strenght.

Something like T7 4+ and with a 2D6 S10 AP-3 D6 weapon, for 100-120ish points. There's the gunwagon for a similar role but it costs too many points and its weapons aren't particularly different from rokkits or deffguns.

More HQs like a megaboss, a grot boss, a named big mek, a named psyker and a named biker HQ would be appreciated as well.

 
   
Made in gb
Longtime Dakkanaut






 An Actual Englishman wrote:
 some bloke wrote:
New Ork Units:
My theory is that the Ork range could easily and brilliantly be expanded with a few new/upgrade kits and a new line of models to cover Squigs in 40k, which are woefully neglected to upgrades and invisible wargear.

Yes. Yes. Yeeeeesss. Bring on the Squigs!

Gundreads:
Deff Dreads, but with bigger guns. No CC weapons, but a pair of mek guns or big guns – one on each side – and perhaps the tellyport megablasta from the new flier. Lifta-droppa would be pretty cool, as well, though this could be a 2-handed weapon for a morkanaught or mekadread instead, which would be awesome.

If I'm reading this right, you're talking about a Deff Dread literally holding a big gun such as the Tellyport Megablasta or Lifta-Droppa!? I love it. Great idea, easily and cost-effectively implemented for GW. I'm assuming this would be an upgrade kit?

Megadread – as in, properly mega. Knight equivalent (ish), not quite a stompa, but definitely superheavy. Revamping the mega/mekadreads into almost-knights, with mekky options for one and brute force & firepower on the other, would be an awesome unit to build & play.

Struggling to see the difference in role and fluff from this and a Gork/Morkanaut? For me, they kinda fill the same role. Not as fussed on this one, sorry dude.

Guntrukks: GW will have noticed that their trukks aren’t selling like hot-cakes any more. Cue the Trukk-Upgrade kit!
Sacrifice transport for a big gun (one mek gun or big gun or killkannon, and perhaps some unique options as well, like supa-skorchas).

Oh yesss please. I have some converted units that aren't far off this as is. I currently run them as Buggies which, while I type this and think about it, is kinda what Buggies are supposed to be, really. Perhaps make Buggies closer to Trukk in terms of durability?

Squig Herda: Like the runtherd, but with abilities to keep squigs in check.
Squeaky toy – 12” range, S1 Ap-, hits on a 3+ - Squigs gain +1 to charge distance if they charge this unit this turn.

Ideal, just changed name of "Squeaky Toy" to "Squiggly Toy" and you're there.
Squig Unit:
10-30 squigs
M: 8”, WS:2+, BS: 6+, S:3, T:3, W:1, A:3, Ld:6, 6+ Save

WS 2+ seems awfully strong. How many points to do you reckon for them/what battlefield role (surely not troops)?
Squigs can be upgraded to the following: – either a stratagem or a points cost.
Facebiters: +1 S, AP-1
Flapper squig: M12, fly.

Love the upgrades for the Squigs.

Squiggoths – Units of 2-6, with options to either carry big/mek guns on their backs or have additional armour & CC ability. No Transport (You’re thinking of Big Squiggoths).
Power Jaws, Zzap-Tusks, some sort of shoulder-mounted grinder ram?

I never knew I wanted "Power Jawz" until I read the above statement. Now I want nothing more. Thanks for that!
Big Squiggoths:
More or less unchanged but with the option to go for heavy armour and no transport capacity – choose between beast of burden or trained attack beast. A special character mega-armoured squiggoth (one per army) would be amazing but perhaps unlikely. Cybork squiggoth also would be sweet.

Big Squiggoths - absolutely. More options - absolutely. CYBORK Squiggoths?! Hell to the yea.

Special Character could be a legendary Squig Herder riding his favourite Squig?
Squig Riders: Not 100% sold on this but grots riding squigs as a cheap and cheerful fast attack unit. Mobs of 10-20, M8, with grot-fired shootas and squig stats.

How are you not 100% sold on Grots riding Squigs?!

I’m also thinking Looted tanks need a comeback, in a really simple way – pay the points for it as if it was from another codex, but it becomes orks and has the klan culture, with BS5+. Job done – you’re paying over the odds for a vehicle to be less effective. Some might be less ineffective (hellhounds) and some might be more ineffective (anything with 1-shot guns), but in contrast the hellhound doesn’t do much that orks don’t already do well, and a tank with a single-shot high-damage gun has a chance to do something orks don’t do so well, but it’s a gamble whether they will. Looted repulsors would be sweet, even if they hit on a 5+!

I actually think this shouldn't come back for competitive play. There's too many variables and no doubt we'd find some broken combo and exploit it until GW sorted it. As much as I love Looted Tanks, I run mine as Buggies now.


Does anyone else have any ideas for Ork units which would be great to see brought into the game?

Oh yes.

Megaboss - the Toughest, Meanest, Biggest Boss that has beaten a Big Mek into submission into giving him Mega Armour. Effectively the "Primeork" leader of our armies - make the model a decent size and stature, give them stats to justify the size increase, potentially give them more than 10 wounds.
Options (some/all of these may be broken) -
Cybork Body = 5+++
Git Finda = BS goes to 3+ DDD! triggers on 5 and 6s
Git Hitta = at start of shooting phase on a 2+ Ork units within 6" gain re-roll ranged hits against a target unit
Power Jawz = Str x3, AP-4 D6 damage, 1 attack per fight phase with this weapon, on a 1 to hit the boss bites his own tongue and suffers 1 MW
Big Boss Choppa = +2 Str, +2 Attacks, AP-1, D2
Big Boss Klaw = x2 Str, +1 Attack, AP-3, DD3
Big Boss Shoota = Assault 6, Str 5, AP-1, D1, 24" Range
Rack o' Dakka = Assault 10, Str 6, AP-2 D1, 24" Range (can only take 1 "Rack" weapon)
Rack o' Rokkits = Assault 3 Str 8, AP-2, D3, 24" Range
Rack o' Gits = Each round the first wound lost by this Megaboss is negated as a Grot is thrown in front of the attacking weapon

WAAAAGH!mbulance - sometimes a Painboy gets da need for speed and "encourages" the local Meks into providing him with a mobile torture vehicle so he can help da ladz fasta - new Buggy with Ork (Nurse) driver, Painboy on the back carrying out emergency surgery on a poor victim surrounded by Grot Orderlies.
Basically a replacement for the lost Painboy on Bike - he provides a 6+++ to Infantry and Bikes in an aura around him. Able to heal bikes and infantry.
Options -
Healf Bomms - D3 ranged grenade attacks made in shooting phase against controlling player's own unit(s), if it hits heal D3+1 Wounds (model can't fire any other weapons this turn, unit can't be healed twice)
Urty Dakka - Assault 5, Str4, AP1, D1 (always wounds none Vehicle models on a 2+)
Torture Table - Allows WAAAAGH!mbulance to bring a slain model from a unit back on 1 wound similar to Apothecaries within 6".

Grot Snipaz - sneaky Gits who prefer "ranged warfare", prone to "accidentally" hitting their larger, bullying brethren.
Nuff said really. Elite choice. When selected to fire ranged weapons roll a dice, on a 1 the Grots must fire at the closest ORK model and cannot target any other units. Perhaps a stratagem to allow them to fire into combat against an enemy unit, but any misses count as hits on the Ork unit instead.

Grot Leada - sneakiest Git of all, every Klan has one, much to the chagrin of the Orks who relentlessly hunt the creature (in vain, he's too sneaky). Grot HQ. Unique, one per army.
Provides morale buff for Grots, can be outfitted with slightly better Sniper weapon or "Git Klaw" which is a joke Power Klaw but has some decent effect on Grots in cqc (+1 to hit or wound or something?) if it hits.
Losing the Grot Leada should have an overly negative effect on the morale of Grots in the vicinity, to account for the (presumably) ability to take a cheap HQ.


I think the torture table in the WAAAGH!mbulance is a cool concept, but I would have it slightly different;

If a friendly ork CHARACTER model is slain within 6" of the WAAAGH!mbulance, instead of removing it normally, the character can embark onto the WAAAGH!mbulance. The Character model may not voluntarily disembark, and is counted as slain if either the WAAAGH!mbulance is destroyed or the game ends whilst it is embarked Only one character can be embarked on the WAAAGH!mbulance. At the start of the next friendly movement phase, roll a D6; on a 1-3, the character model immediately disembarks and is slain. on a 4-5 the character model disembarks with D3 wounds., and on a 6 the character model must roll for a "Kustom Job";

Roll a D6:
1: Fasta Legs: The Character disembarks with D3 wounds and its movement characteristic is increased by 2.
2: Cybork Eye: The character disembarks with D3 wounds and its ballistic skill is improved by 1.
3: Fightin' Juice: The character disembarks with D3 wounds and its attacks characteristic is increased by 2.
4: More Rivets: The character disembarks with D3 wounds and its Toughness characteristic is improved by 1
5: Extra Organs: The character disembarks with 2D3 wounds - this can exceed their starting wounds.
6: Monstrosity: All of the above.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Mekboy on Kustom Deth Kopta






 some bloke wrote:
Spoiler:
 An Actual Englishman wrote:
 some bloke wrote:
New Ork Units:
My theory is that the Ork range could easily and brilliantly be expanded with a few new/upgrade kits and a new line of models to cover Squigs in 40k, which are woefully neglected to upgrades and invisible wargear.

Yes. Yes. Yeeeeesss. Bring on the Squigs!

Gundreads:
Deff Dreads, but with bigger guns. No CC weapons, but a pair of mek guns or big guns – one on each side – and perhaps the tellyport megablasta from the new flier. Lifta-droppa would be pretty cool, as well, though this could be a 2-handed weapon for a morkanaught or mekadread instead, which would be awesome.

If I'm reading this right, you're talking about a Deff Dread literally holding a big gun such as the Tellyport Megablasta or Lifta-Droppa!? I love it. Great idea, easily and cost-effectively implemented for GW. I'm assuming this would be an upgrade kit?

Megadread – as in, properly mega. Knight equivalent (ish), not quite a stompa, but definitely superheavy. Revamping the mega/mekadreads into almost-knights, with mekky options for one and brute force & firepower on the other, would be an awesome unit to build & play.

Struggling to see the difference in role and fluff from this and a Gork/Morkanaut? For me, they kinda fill the same role. Not as fussed on this one, sorry dude.

Guntrukks: GW will have noticed that their trukks aren’t selling like hot-cakes any more. Cue the Trukk-Upgrade kit!
Sacrifice transport for a big gun (one mek gun or big gun or killkannon, and perhaps some unique options as well, like supa-skorchas).

Oh yesss please. I have some converted units that aren't far off this as is. I currently run them as Buggies which, while I type this and think about it, is kinda what Buggies are supposed to be, really. Perhaps make Buggies closer to Trukk in terms of durability?

Squig Herda: Like the runtherd, but with abilities to keep squigs in check.
Squeaky toy – 12” range, S1 Ap-, hits on a 3+ - Squigs gain +1 to charge distance if they charge this unit this turn.

Ideal, just changed name of "Squeaky Toy" to "Squiggly Toy" and you're there.
Squig Unit:
10-30 squigs
M: 8”, WS:2+, BS: 6+, S:3, T:3, W:1, A:3, Ld:6, 6+ Save

WS 2+ seems awfully strong. How many points to do you reckon for them/what battlefield role (surely not troops)?
Squigs can be upgraded to the following: – either a stratagem or a points cost.
Facebiters: +1 S, AP-1
Flapper squig: M12, fly.

Love the upgrades for the Squigs.

Squiggoths – Units of 2-6, with options to either carry big/mek guns on their backs or have additional armour & CC ability. No Transport (You’re thinking of Big Squiggoths).
Power Jaws, Zzap-Tusks, some sort of shoulder-mounted grinder ram?

I never knew I wanted "Power Jawz" until I read the above statement. Now I want nothing more. Thanks for that!
Big Squiggoths:
More or less unchanged but with the option to go for heavy armour and no transport capacity – choose between beast of burden or trained attack beast. A special character mega-armoured squiggoth (one per army) would be amazing but perhaps unlikely. Cybork squiggoth also would be sweet.

Big Squiggoths - absolutely. More options - absolutely. CYBORK Squiggoths?! Hell to the yea.

Special Character could be a legendary Squig Herder riding his favourite Squig?
Squig Riders: Not 100% sold on this but grots riding squigs as a cheap and cheerful fast attack unit. Mobs of 10-20, M8, with grot-fired shootas and squig stats.

How are you not 100% sold on Grots riding Squigs?!

I’m also thinking Looted tanks need a comeback, in a really simple way – pay the points for it as if it was from another codex, but it becomes orks and has the klan culture, with BS5+. Job done – you’re paying over the odds for a vehicle to be less effective. Some might be less ineffective (hellhounds) and some might be more ineffective (anything with 1-shot guns), but in contrast the hellhound doesn’t do much that orks don’t already do well, and a tank with a single-shot high-damage gun has a chance to do something orks don’t do so well, but it’s a gamble whether they will. Looted repulsors would be sweet, even if they hit on a 5+!

I actually think this shouldn't come back for competitive play. There's too many variables and no doubt we'd find some broken combo and exploit it until GW sorted it. As much as I love Looted Tanks, I run mine as Buggies now.


Does anyone else have any ideas for Ork units which would be great to see brought into the game?

Oh yes.

Megaboss - the Toughest, Meanest, Biggest Boss that has beaten a Big Mek into submission into giving him Mega Armour. Effectively the "Primeork" leader of our armies - make the model a decent size and stature, give them stats to justify the size increase, potentially give them more than 10 wounds.
Options (some/all of these may be broken) -
Cybork Body = 5+++
Git Finda = BS goes to 3+ DDD! triggers on 5 and 6s
Git Hitta = at start of shooting phase on a 2+ Ork units within 6" gain re-roll ranged hits against a target unit
Power Jawz = Str x3, AP-4 D6 damage, 1 attack per fight phase with this weapon, on a 1 to hit the boss bites his own tongue and suffers 1 MW
Big Boss Choppa = +2 Str, +2 Attacks, AP-1, D2
Big Boss Klaw = x2 Str, +1 Attack, AP-3, DD3
Big Boss Shoota = Assault 6, Str 5, AP-1, D1, 24" Range
Rack o' Dakka = Assault 10, Str 6, AP-2 D1, 24" Range (can only take 1 "Rack" weapon)
Rack o' Rokkits = Assault 3 Str 8, AP-2, D3, 24" Range
Rack o' Gits = Each round the first wound lost by this Megaboss is negated as a Grot is thrown in front of the attacking weapon

WAAAAGH!mbulance - sometimes a Painboy gets da need for speed and "encourages" the local Meks into providing him with a mobile torture vehicle so he can help da ladz fasta - new Buggy with Ork (Nurse) driver, Painboy on the back carrying out emergency surgery on a poor victim surrounded by Grot Orderlies.
Basically a replacement for the lost Painboy on Bike - he provides a 6+++ to Infantry and Bikes in an aura around him. Able to heal bikes and infantry.
Options -
Healf Bomms - D3 ranged grenade attacks made in shooting phase against controlling player's own unit(s), if it hits heal D3+1 Wounds (model can't fire any other weapons this turn, unit can't be healed twice)
Urty Dakka - Assault 5, Str4, AP1, D1 (always wounds none Vehicle models on a 2+)
Torture Table - Allows WAAAAGH!mbulance to bring a slain model from a unit back on 1 wound similar to Apothecaries within 6".

Grot Snipaz - sneaky Gits who prefer "ranged warfare", prone to "accidentally" hitting their larger, bullying brethren.
Nuff said really. Elite choice. When selected to fire ranged weapons roll a dice, on a 1 the Grots must fire at the closest ORK model and cannot target any other units. Perhaps a stratagem to allow them to fire into combat against an enemy unit, but any misses count as hits on the Ork unit instead.

Grot Leada - sneakiest Git of all, every Klan has one, much to the chagrin of the Orks who relentlessly hunt the creature (in vain, he's too sneaky). Grot HQ. Unique, one per army.
Provides morale buff for Grots, can be outfitted with slightly better Sniper weapon or "Git Klaw" which is a joke Power Klaw but has some decent effect on Grots in cqc (+1 to hit or wound or something?) if it hits.
Losing the Grot Leada should have an overly negative effect on the morale of Grots in the vicinity, to account for the (presumably) ability to take a cheap HQ.


I think the torture table in the WAAAGH!mbulance is a cool concept, but I would have it slightly different;

If a friendly ork CHARACTER model is slain within 6" of the WAAAGH!mbulance, instead of removing it normally, the character can embark onto the WAAAGH!mbulance. The Character model may not voluntarily disembark, and is counted as slain if either the WAAAGH!mbulance is destroyed or the game ends whilst it is embarked Only one character can be embarked on the WAAAGH!mbulance. At the start of the next friendly movement phase, roll a D6; on a 1-3, the character model immediately disembarks and is slain. on a 4-5 the character model disembarks with D3 wounds., and on a 6 the character model must roll for a "Kustom Job";

Roll a D6:
1: Fasta Legs: The Character disembarks with D3 wounds and its movement characteristic is increased by 2.
2: Cybork Eye: The character disembarks with D3 wounds and its ballistic skill is improved by 1.
3: Fightin' Juice: The character disembarks with D3 wounds and its attacks characteristic is increased by 2.
4: More Rivets: The character disembarks with D3 wounds and its Toughness characteristic is improved by 1
5: Extra Organs: The character disembarks with 2D3 wounds - this can exceed their starting wounds.
6: Monstrosity: All of the above.

After reading this, I would also have it slightly different. Awesome ideas dude.
   
Made in us
Gargantuan Gargant






Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Grimskul wrote:
Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.

I don't know on this.

I agree our rules are kinda bland for the most part but some of the recent new models were bloody genius.

The "Boomdakka Snazzwagon", "Shokkjump Dragster", "Megatrakk Scrapjet" are quality names and concepts. They just need a greater variety of rules IMO. Split their battlefield role better.
   
Made in us
Gargantuan Gargant






 An Actual Englishman wrote:
 Grimskul wrote:
Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.

I don't know on this.

I agree our rules are kinda bland for the most part but some of the recent new models were bloody genius.

The "Boomdakka Snazzwagon", "Shokkjump Dragster", "Megatrakk Scrapjet" are quality names and concepts. They just need a greater variety of rules IMO. Split their battlefield role better.


Tbh while the names are pretty good, the rules have a fair bit to be desired, especially with the Rukkatrukk Squigbuggy which doesn't know what it wants to do well like you mentioned. It think the most egregious of rules failure are Stompas, which shows their mentality doesn't match up because they've shown that they can write rules effectively for SHW already via 2(!) Knights codices, so Stompa's should not be anywhere as terrible as they are right now.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Grimskul wrote:
 An Actual Englishman wrote:
 Grimskul wrote:
Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.

I don't know on this.

I agree our rules are kinda bland for the most part but some of the recent new models were bloody genius.

The "Boomdakka Snazzwagon", "Shokkjump Dragster", "Megatrakk Scrapjet" are quality names and concepts. They just need a greater variety of rules IMO. Split their battlefield role better.


Tbh while the names are pretty good, the rules have a fair bit to be desired, especially with the Rukkatrukk Squigbuggy which doesn't know what it wants to do well like you mentioned. It think the most egregious of rules failure are Stompas, which shows their mentality doesn't match up because they've shown that they can write rules effectively for SHW already via 2(!) Knights codices, so Stompa's should not be anywhere as terrible as they are right now.

Aye, but maybe the person in the studio who likes Orks doesn't like superheavies or doesn't like the Stompa in particular? Or maybe their hand is forced by someone else and they'e been told not to make the Stompa any good.
I guess it is hard to write rules for 5 Buggies and make them all unique/interesting.
Let's see what PA brings. Hopefully something new and interesting.
   
Made in us
Gargantuan Gargant






 An Actual Englishman wrote:
 Grimskul wrote:
 An Actual Englishman wrote:
 Grimskul wrote:
Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.

I don't know on this.

I agree our rules are kinda bland for the most part but some of the recent new models were bloody genius.

The "Boomdakka Snazzwagon", "Shokkjump Dragster", "Megatrakk Scrapjet" are quality names and concepts. They just need a greater variety of rules IMO. Split their battlefield role better.


Tbh while the names are pretty good, the rules have a fair bit to be desired, especially with the Rukkatrukk Squigbuggy which doesn't know what it wants to do well like you mentioned. It think the most egregious of rules failure are Stompas, which shows their mentality doesn't match up because they've shown that they can write rules effectively for SHW already via 2(!) Knights codices, so Stompa's should not be anywhere as terrible as they are right now.

Aye, but maybe the person in the studio who likes Orks doesn't like superheavies or doesn't like the Stompa in particular? Or maybe their hand is forced by someone else and they'e been told not to make the Stompa any good.
I guess it is hard to write rules for 5 Buggies and make them all unique/interesting.
Let's see what PA brings. Hopefully something new and interesting.


I'd find it odd that the Ork designer would specifically have it out for the Stompa, chances are I'm guessing there was potential pressure of it not being competitive given that they had already made their money from the kit and they didn't want it to compete to strongly with knights. At the very least with the PA we're likely to get a new Ghaz (finally!) and a new Big Mek with KFF given the CA roster for Orks. Weird, because I was expecting a new Weirdboy model given the emphasis on psykers this time around. I don't see us getting "Make your own klan" traits given how Orks work, it would be stuff like Speed Freeks and Dred Mob IMO.
   
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Dakka Veteran





I would like to see some clan specific Ork vehicle upgrade options. Example...

Bad Moons - Eavy' plates 10pts improve this vehicles armor save by 1.
Deffskulls - Looted 10pts this vehicle gains the Ramshackle rule, if it already had that rule it is increased to 5+.
Blood Axes - In disguise 15pts...disguised to look like a enemy vehicle, enemy units can only target this vehicle if it is the nearest enemy vehicle. Units that can target characters even if they are not the closest enemy models, may target this vehicle as normal.
Goffs - Extra spikey 5pts whenever this vehicle finished a charge move all enemy units within 1" suffer 1 mortal wound.
Snakebites - Custom leather seats 5pts increase this vehicles transport capacity by 2.
Evil Sunz - Rollin' Coal 20pts black smoke billows from the exhaust all units wholly within 9" of this unit are -1 to hit in the shooting phase.
Freebootaz - All Aboard! 5pts friendly units that embark upon this vehicle ignore all <clan> requirements when doing so. You pay, you ride.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

The Blood Axes and Evil Sunz are far too good upgrades.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Gargantuan Gargant






Gotta agree with JNA, for the points cost those are incredibly powerful rules that are typically limited on small and relatively low wound models. Having your army effectively have -1 to hit from just a few models with that upgrade is insane, as is giving character protection to a vehicle like a Morkanaut or hell even a Stompa!

Also, I feel like Ork vehicle upgrades should be a general thing, not klan locked since it really limits list building.

This message was edited 1 time. Last update was at 2019/12/07 15:39:43


 
   
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Dakka Veteran





The points I just threw out as an example. They were just idea's for different vehicles upgrades to make clan vehicles more distinct from one another.

Everything would need playtesting to be balanced, and what vehicles it can be used on.
   
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Mekboy on Kustom Deth Kopta






Yea, we don't need JNA ruining another fun idea generating thread with his complaints that some imagined rule or wargear is OP. I wouldn't bother posting points, balance isn't the aim of this thread.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 An Actual Englishman wrote:
Yea, we don't need JNA ruining another fun idea generating thread with his complaints that some imagined rule or wargear is OP. I wouldn't bother posting points, balance isn't the aim of this thread.
Because facing OP armies is so much fun. /s

Balance should be a consideration. Not the only one-fun matters more than balance, but balance often helps aid the fun. It certainly increases your odds of getting an opponent to agree to use your rules.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Gargantuan Gargant






Wagguy80 wrote:
The points I just threw out as an example. They were just idea's for different vehicles upgrades to make clan vehicles more distinct from one another.

Everything would need playtesting to be balanced, and what vehicles it can be used on.


That's fair, I think one of the key things you touched on that would make trukks and battlewagons way more viable was if we managed to increase transport space. Like, remove the big shoota option on trukks to add +6 to the transport capacity. Or even have a general Ork rule for vehicles with transport capacities of 10 or more. You carry an additional 10 INFANTRY models past its transport capacity, but if you do so, every 5 additional models transported in this way slows the transport's movement speed by 1". The units that are transported in this may not benefit from the Open-Topped rule as they are too busy holding onto the vehicle to level their weapons at the foe. More importantly, when a model that transports models in this way loses a wound, you must roll a D6. On a roll of one, one of the models that are transported as excess passengers is slain.

I would personally also like to see if we can soup up our guns beyond stratagems. Like some sort of unstable ammo, where you can choose to use it once per game for a vehicle and it gains an additional AP and damage for all of its ranged weapons but 1's to hit cause mortal wounds. Could make big shoota battlewagons actually feasible with a killkannon.
   
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Longtime Dakkanaut






I like the idea of klan-specific upgrades for vehicles. One thing you could do (which would be more complicated in the short-term but simpler in the long term) would be to work out benefits which are about the same value, then allow a vehicle to be upgraded to a "souped-up" vehicle for a set amount of points.

You could even have different upgrades for different vehicles. EG a Bloodaxe gunwagon might be "Looted", meaning it cannot be targeted unless it is the closest unit, whilst a bloodaxe buggy might have a looted cloaking device, inflicting -1 to hit when it's targeted.

I think that it would overcomplicate things if it was in the standard codex. Perhaps it could be in a supplement based around a mek-driven WAAAGH! where everything is kustomised. Kinda like an adeptus mechanicus, but for Orks.

In fact, splitting it into 3 distinct codexes would be a really good way to go. It would generate more sales for GW, wich would make them inclined to do it, and make it less difficult to remember everything that's going on;

Orks - as normal
Meks - remove infantry except burna boys, Spanners (Ork boys) and Oilers (Grots). Vehicles get to be souped up, and extra vehicles are included (mekboy junka, battlefortress, etc.) Focus on non-transport vehicles with their own damage output.
Snakebites/Feral - Squiggoths, squigs, new feral ork units, and that sort of thing. would still have cybork, guns and that sort of thing but perhaps more steapunk-esque visuals.

Thus we can have ork alliances or focussed armies, and can have more upgrades without risking it taking forever to remember what each of your units can do!

An alternative, which might be more streamlined, would be a dedicated klan codex. My only requirement would be to have a "Mekboys" klan for more kustomised gubbins.


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Regular Dakkanaut




14 boy capacity trukks would make trukkboyz a lot more desirable... for the faction that probably uses trukks the least, by fluff. That said I do also really miss Billowing Exhaust Clouds on warbikers, that Evil Sunz trait could help them, as well as disembarking trukkboyz.

Actually, could the upgrade maybe be limited to giving the buff to models that have disembarked the trukk that round?
   
Made in de
Regular Dakkanaut





 An Actual Englishman wrote:
 Grimskul wrote:
Great ideas so far! I particularly love the WAAAGH!mbulance idea, just so I can see some sort of Painboy action on the board again. It's a pity there's no one in GW who has a real passion for Orks as one of the main rules writers. They didn't do a terrible job this time around but you can tell that a lot of their designers are biased towards mainly Imperial factions.

I don't know on this.

I agree our rules are kinda bland for the most part but some of the recent new models were bloody genius.

The "Boomdakka Snazzwagon", "Shokkjump Dragster", "Megatrakk Scrapjet" are quality names and concepts. They just need a greater variety of rules IMO. Split their battlefield role better.


Snazzwagon needs more dakka.

Megatrakk Scrapjet needs more streamlined weapons. As why on earth does it have 4 weapons that roll with different bS profile!! 1 twinbshoota on 4+, the other on 5+, rokkit pack on 5+ and the extra rokkit on 4+ or 6+. A stupid waste of time. Bad design.

Dragster is mostly fine. And works fairly well as surpirse antitank and objective grabber.



   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Da Mulcher - a scavenged vindicator with the dozer blade replaced with an industrial wood chipper. Has a special rule for blowing holes in buildings and chewing up troops hiding in buildings.

Flingers - a squad of war bikes with special sleds on the back to launch stormboyz. Basically a bike squad that can transport an assault squad.


Automatically Appended Next Post:
Kataboomba - a trukk with a rack of sleds on the back that allows it to fire rocket-propelled grots at the enemy - either a lot of smaller rockets with bold range, or one big tosser with a lot of boom but not much distance.

This message was edited 1 time. Last update was at 2019/12/19 16:25:45


It never ends well 
   
Made in us
Storm Trooper with Maglight





Fredericksburg, VA

Playing Space Marine (the game) and this occurred to me:

Drop Rok

Same stats as for Space Marine Drop Pod with following changes.
Storm bolter becomes a Shoota, BS is 5+.
May transport up to 20 ORK INFANTRY. (MEGA ARMOR or JUMP PACK troops count as 2)
Models must disembark immediately upon landing, roll a number of D6 equal to the number of models, for any 1's a model is slain. (the Rok lacks the sensible safety features of the Space Marine version!)
Somewhat fewer points too!

Its a big rock, hollowed out and full of Orks, fired from orbit, or something else high up to drop troops right into the fightin'! Might occasionally have a rocket to slow it down too (or speed it up, Orks don't seem to care either way!)
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

HIT DA BRAKES (1 CP): When deploying a Rok on the table, you may reroll any 1’s when checking to see if transported models are slain.

KRUMPIN’ FROM ABOVE (2 CP): At the end of any of your Movement phases, set up a Rok currently in orbit anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" from any other Roks set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. Embarked models can deploy after resolving this attack, but cannot charge in the same turn.

It never ends well 
   
Made in gb
Longtime Dakkanaut






Love the idea of a drop-rokk, I might even go so far as to make it a more basic system (using the old large blast template):

Place a 5" template anywhere on the table, more than 9" from the enemy. This is the drop-rokk, and it has a transport of 20. Immediately after being placed, Both players roll a dice, rerolling a tie. The player who wins moved the drop-rokk up to 6". The dropp-rokk then explodes causing D3 mortal wounds to units within 6", and the models inside must emergency-disembark. They may not charge this turn.

Causes mortal wounds, but maybe to your own guys, and doesn't need a model to clutter the table afterwards. It could even be a CP-based alternative to the tellyporta.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
 
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