some bloke wrote:So Orks always had some of the most fun and exciting weapons, which had random effects and were just enjoyable to play with - for me, anyway. 8th and 9th have dumbed down ork shooting an awful lot, and it's made some of their interesting guns become either a bit rubbish, or just really boring.
Anyone else have ideas for more interesting Orky options?
I think it"s important that they are relatively simple and fast to resolve, I think some interesting design limitations to put in front of yourself are to not have any tables with more than 3 results and not require more than one additional roll than normal. Once you put too many rolls into resolving an effect it starts to become a chore and the rolls wash eachother out so average variance goes down, the
SAG can be a dud if you roll low S or A, imagine if
AP was also random, you roll high S and A but your opponent gets a 3+ armour save, your luck on the other rolls is washed out. The
SAG is
IMO good in that it is a mostly normal weapon with the exception of random strength and what happens if you roll high on that strength,
AP is not random and there is no additional mishap table. One alternative option would be to have 3 profiles with different stats and abilities and then you'd roll a d3 and see which one was available each time the gun was shot.
Tellyport Blasta - this gun is supposed to tellyport the target into space, or the warp, or wherever. But why not make it a bit more interesting:
Tellyport Blasta: 1 shot. If the shot hits, then the attacker rolls a dice and adds the strength of the firing model to the result, and the defender rolls a dice and adds the strength of the target model to the result. If the attacker rolls highest, move the target model into engagement range of the attacker. If the defender ro shighest, move the attacker into engagement range of the target. If the model cannot be placed within engagement range, instead inflict 1 mortal wound to the target model.
something along those lines. I love the idea of being able to swap places with models to disrupt the enemy!
What if the results are equal? Moving enemy models is generally a no-no after
CSM lash prince was a staple of several editions
GW has learned moving enemy models doesn't really work.
Lifta Droppa - this was an awesome piece of kit, useful for repositioning enemy vehicles and even dropping them on other units.
48" range, D3 shots, auto-hit, S10 AP-3, dam D6. If the Lifta droppa causes one or more unsaved wounds to a VEHICLE, then the closest unit within 12" of the vehicle suffers D6 mortal wounds, and the vehicle is moved to within engagement range of the unit. (as it's the closest unit, there shouldn't be a scenario where it cannot be placed). If this unit is also a VEHICLE, then the orignal target suffers an additional D6 morta wounds.
The
MW effect is too easy to proc
IMO, I think it should be changed to once a vehicle/monster is destroyed on a 4+ it is flung into the nearest enemy unit within 6" and that unit suffers
d6 MW.
( I think this one will be expensive!)
Not sure if you are referring to the lifta or the rolla?
Deff Rolla - this is, after all, for rolling over enemies!
A model equipped with a Deff Rolla can ignore enemy infantry when moving (including falling back), but may not end its move on top of or within engagement range of them. Any Infantry units moved over suffer D6 mortal wounds.
When a model with a Deff Rolla charges, it inflicts D3 mortal wounds to one unit within engagement range after it has completed its move.
Should this effect be best against
MSU or one big unit?
Heavy Support 2 POWER Mek Gunz
Mek Gun 17 pts M:3” WS:5+ BS:4+ S:2 T:5 W:6 A:6 Ld:4 Sv:5+
This unit contains 1 Mek Gun. It can include up to 5 additional Mek Gunz (Power Rating +2 per Mek Gun). Each Mek Gun is equipped with either a bubblechukka, kustom mega-kannon, smasha gun or traktor kannon and 6 Grot Crew, one manning the weapon and five standing alongside it.
Bubblechukka 23 pts RANGE 36" TYPE Heavy 3 S 5 AP -2 D D6 ABILITIES Each time you make a wound roll of 6+ for this weapon, that hit inflicts a mortal wound in addition to the normal damage.
Kustom mega-kannon 28 pts RANGE 36" TYPE Heavy 3 S 8 AP -3 D D6 ABILITIES The bearer's unit suffers 1 mortal wound for each unmodified hit roll of 1 made with this weapon.
Smasha gun 18 pts RANGE 48" TYPE Heavy D3 S * AP -4 D D6 ABILITIES Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.
Traktor kannon 28 pts RANGE 48" TYPE Heavy 1 S 8 AP -2 D D6 ABILITIES This weapon automatically hits its target. If the target is an enemy VEHICLE unit that can FLY, roll two dice when inflicting damage with this weapon and discard the lowest result. If a VEHICLE unit that can FLY is destroyed by this weapon, the model automatically crashes and burns (or its equivalent) – do not roll a dice.
ABILITIES
Dakka! Dakka! Dakka!
Grot Krew: Each Mek Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain in base contact with their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all shooting attacks made by a Mek Gun are measured from the Mek Gun, not the krew.