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Made in us
Flashy Flashgitz





USA

I like the idea of having multiple variants of Looted Wagons.

Perhaps Variants of:
Landraider
Rhino/Predator/Razorback/Etc
Leman Russ

Allow the orks to pick out what their base looted vehicle is and how to orky it up! Oh course major point increases for Big Armor and Big Guns but this would allow orks to get into mech game in a whole new way.

Other than that, we need more named warbosses / characters.

This message was edited 1 time. Last update was at 2011/04/13 19:56:44


7 Armies 30,000+

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Made in gb
Bonkers Buggy Driver with Rockets






I think there could be a few neat changes.
- Snikrot, Zagstrukk and Badrukk moved to HQ choices. THis would make a lot of sense since each guy has it's own uniqueness and could easily qualify for Warboss status. And for each guy perhaps making their selected unit Troops.
- Flash Gitz absorbed into the Nobz profile with some reduced costs. TO be quite honest, all Flash Gitz are, are Nobz with 'eavy armour and a crappy shoota. I think absorbing them into the Nobz unit would offer more options to the type of unit as a whole. As for the gun, it needs better stats. I'm thinking more Assualt 2/3, 24", str5/6, ap2/3.
- Looted Wagons change. At the current moment, they're not very good. THey could do with either multiple profiles or a neat rule which pretty much means it's a vehicle from another armour expect using Don't Press Dat, Bs2 and having -1 to all armour values to a minimum of 10.
- Transports for more units. I don't get why some units, like Burnas and Tankbustas don't have trukks, when they should really have one.
- Madboyz. If they're mentioned, I'd like a unit of them, or at least have them as a Weirdboy retinue.
- Squig packs. We know Orks, particularly Snakebites, love squigs. So why not have a unit of the snappy buggers? Could mangle them into the grots unit.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Stubborn Eternal Guard




Houston, Tx

-Big Mek Special HQ

-Possibly another Warboss Special Character

-Squig Packs

-Ork Fighta Bombas

-More Vehicles

and always More Dakka! More Choppy! and More Shootier!
   
Made in us
Liche Priest Hierophant






Oddly enough, we alreaedy have a Big Mek SC. Wazdakka is actually a Big Mek, just a Big Mek on a Bike. Honestly, though, i would prefer if he was just Da Big Bika, and we had a separate Big Mek character.

Heck, ought to be HQ SCs for all the different mobs! Can you imagine the havok a Tankbusta HQ would cause? Twin-linked Rokkits, Tankhamma, Tankbustas as Troops. Doesn't matter if the 'Bustas have to fire at the nearest tank, when your half of the board is covered in Rokkits.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Nasty Nob







Lord_Astaroth wrote:They play great now as is IMHO. My wife and I were just discussing that this morning. The only thing she would like to see is the return of looted vehicles that use the profile of the original army.


Let me just stop you there for a moment and say that you, sir, have a pretty awesome wife.

Okay, moving on: I like the current codex quite a bit. I think there are some obvious errors that need to be cleaned up in order to come into line with 5th edition. I agree regarding Looted Vehicles - it would be nice to see them return. I wouldn't mind a way to get myself a Tau Railgun on my Looted Wagon, either. I could say: "more options for Grots!" but it is the Ork Codex after all, not the Grot Codex. Truthfully, too, I wouldn't really use them.

Other than this, I think it would be nice to see a Battle Fortress under the standard list. Take it up a notch, I say. The Battlewagon is 120xx pts plus and we routinely play 2-3000 point games. Even if I take three Battlewagons, that's only about 10% of my points - maybe a little more when you consider the extra weapons I put on it.

A Megadread would also be a fantastic Ork Choice. Killa Kanz and Dreads are OK, but Kanz lack real OOOMPH and Dreads just go down way too fast for me. Plus what Ork Mekboss worth his salt stops there? BIGGER IS BETTER!

Last but not least, I want my Warboss to have the option to have a Rokkitpack. The easy way would be to allow the army to be led by Zagstrukk, I suppose. Then allow Stormboyz to count as troops if he leads them. I mean, that would be awesome.

Okay, I guess that's all. Also I hope that unit options don't change to the point where I would have to redo all my units again. LOL.

This message was edited 1 time. Last update was at 2011/04/13 20:33:21


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Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

CT GAMER wrote:

+1

A few more ideas I would like to see:

1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.

2. Drop the price of warbikers by about 5 pts.

3. Allow 1-3 trukks to be bought as a Fast attack option.


1). What phase would you allow the mek fix to occur?

2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.

3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.

This message was edited 1 time. Last update was at 2011/04/13 21:56:48


Paul Cornelius
Thundering Jove 
   
Made in gb
Longtime Dakkanaut






england, leictershire

I think in the next ork codex everything will have the exhaust cloud or will be able to buy it (datk eldar did it (sort of)).

I hope they bring back Madboyz aswell. Maybe they should make flash gitz better and make snikrot, zagstruck and badruk hq choices allowing there type of unit to become an hq. Also, it would be awesome if there was a loota special character.

Oh and options for clan upgrades just like chaos gets upgrades for it's mark, orks should get upgrades for there clans.
   
Made in us
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Ye Olde North State

I am not really liking the ideas of making characters like snikrot and zagstrukk HQ. That would be like eldar pheonix lords, and look how often they get used. Not at all, unless you count apoc, and I don't because apoc is not really about strategy and unit effectivness.

On the issue of looted wagons, it would not be good to make wagon variants based off leman russ landraider and razorbacks. I own 3 looted wagons, and not one of them are any of those. (they are de raider, valk and monolith.) Really, I think they should do something like this-

Supa arma variant- has 13/12/10 instead of 11/11/10

Mega dakka blasta varient- Comes with big shoota sponsons and hull-mounted big shoota. These can be upgraded to rokkits, skorchas, deffguns, kannons and zzap guns.

Ultra speeda zooma variant- is fast and had transport capacity of 20 models.

Or something like that.

This message was edited 1 time. Last update was at 2011/04/13 22:23:53


grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
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Berkeley, CA

Anvildude wrote:Oddly enough, we alreaedy have a Big Mek SC. Wazdakka is actually a Big Mek, just a Big Mek on a Bike. Honestly, though, i would prefer if he was just Da Big Bika, and we had a separate Big Mek character.


You know, even though Wazzdakka has Mek tools, do you think in the history of this edition they have ever been used?

Paul Cornelius
Thundering Jove 
   
Made in us
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thunderingjove wrote:
CT GAMER wrote:

+1

A few more ideas I would like to see:

1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.

2. Drop the price of warbikers by about 5 pts.

3. Allow 1-3 trukks to be bought as a Fast attack option.


1). What phase would you allow the mek fix to occur?

2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.

3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.


1. I wouldn't change how Meks and repair work, just allow the boarding plank to have this use as well (and specify that it can't be used by a mek to fix and a model to attack an enemy vehicle in the same turn). So you could roll up a trukk with a plank that has a big mek in it to within 2" of a damage ork vehicle and in the shooting phase attempt to repair it as normal.

2. This is more of a wishlist item...

3.No the trukks would act as independent vehicles units (so you could use them to transport units that can't get them as dedicated transports currently).

This message was edited 2 times. Last update was at 2011/04/13 23:10:34


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Ye Olde North State

CT GAMER wrote:
thunderingjove wrote:
CT GAMER wrote:

+1

A few more ideas I would like to see:

1. A mek/Big Mek should be able to use a boarding plank to attempt to fix a vehicle while embarked in another.

2. Drop the price of warbikers by about 5 pts.

3. Allow 1-3 trukks to be bought as a Fast attack option.


1). What phase would you allow the mek fix to occur?

2). I like this idea, but I think you need to decrease the caliber of the weapon. As stands now, are bikerboys really overpriced? Consider: Ork 6 + 'Ard Armor 4 + Dakkagun (short-ranged Big Shoota) 5 = 15; Speed of the Bike and additional toughness from the Bike and the traveling cover save I don't know how to calculate, but I'm sure it's worth 10 points.

3). Would the Trukks act as vehicle squadrons? I like the idea if not. Sort of absurd that Trukks can only
Be got as dedicated transport.


1. I wouldn't change how Meks and repair work, just allow the boarding plank to have this use as well (and specify that it can't be used by a mek to fix and a model to attack an enemy vehicle in the same turn). So you could roll up a trukk with a plank that has a big mek in it to within 2" of a damage ork vehicle and in the shooting phase attempt to repair it as normal.

2. This is more of a wishlist item...

3.No the trukks would act as independent vehicles units (so you could use them to transport units that can't get them as dedicated transports currently).


These are all very good ideas, and should get implemented.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Liche Priest Hierophant






I don't know... I think it'd be absolutely great if Trukks came in Squads of 3. Then you'd be able to get a full 30 Boyz mob into a single squad of Trukks. But then, if one got Immobilized, it'd be Destroyed. Could have something funny go on with that. Either they split into another unit, the rest of the Trukks have to disembark immediately (to stay in cohesion) or the Orks that were left behind have to try and get back to the main mass of boyz as quickly as possible.

Called "Oi, wait up!"

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

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Montreal Canada

What about a Shock Attack Gun Big Mek on a Bike that can fire after moving?

THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
 
   
Made in us
Winged Kroot Vulture





Seattle, WA

Vasarto wrote:Flash Gits - I would like to see the flash gits drop in price by a good portion as well as the price for their options cut in half if possible. I would like to see them being used as they are good units but the price that they cost makes them a terrible choice. Also a BS of 3 would be nice since all they do is shoot.


I would love to see Flash Gits just get SHOOTIER. I love the models, I love the rambo-esque conversions I've seen, but they just aren't potent enough for their point cost.

BS3, definitely. Maybe an additional shot.

   
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Hellacious Havoc





Weridboyz mob like psker battle squad?



 
   
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Ye Olde North State

awb wrote:Weridboyz mob like psker battle squad?


I made an attempt at that on page 2. Take a look.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

loota boy wrote:^ So I can, instead of havin the deffgun, I can have an autocannon, that doesn't have the random rof of lolz, and is get's hot!? I don't think so.

But, here are my stats for weirdboys with madboy entarauge.

Unit comp- 1-3 wiredboyz
0-20 mad boyz

Weirdboy- WS4 BS2 S4 T4 W2 I3 A3 LD7 Sv4++
Madboy- WS4 BS0 S3 T4 W1 I2 A2 LD7 Sv-

Weirdboy- 45pts
Special rules-
Furious charge
mob rule
Waaagh!
Psyker
fueled by Waaagh!
Warphead

Options-
Add up to three grot restrainers per wierdboy- 5pts each
Copper staff- 10pts
Each Weirdboy may take up to one of the following totems for 15pts each-
Totem of Warpwazza
Totem of Blitzrukk
Totem of Morwurr
Totem of Grimzag
Totem of Waaagh!

The squad may be led by Old Zogwort- 145pts

Change to warphead rules- Instead of choosing to roll again, roll 2 dice and pick either result

Grot restrainers- A grot restrainer will negate an 'eadbanger result on the roll of a 6. Two will negate on a 5+, and 3 will negate on a 4+. For each prevented 'eadbanger result, remove one grot restrainer, and lower the save accordingly.

Copper staff- A copper staff is a power weapon.

Totems- A totem allows weirdboys to roll certain powers more often. If a roll does not include the totem's corresponding power, you may roll a die, and on a 5+, you are able to use the power. Otherwise choose a power as normal.
Totems-
Warpwazza- 'Ere we go!
Blitzrukk- Warpath
Wurrmor- Frazzle
Grimzag- Zzap
Waaagh!: Waaagh!

Madboyz- 5pts each
Special rules-
Furious charge
Mob rule
Waaagh!
Madder than a helmet full of stinger squigs.

Wargear- 2 choppas.

Madder than a helmet full of stinger squigs
Roll a die at the beggining of their turn
1 Durrr..
The madboyz cannot act this turn. Weirboys may still use psykic powers.
2-5 Hurr!
The madboyz act normally.
6 Raargh!
Th madboyz str increases by 1, and their attacks are rending. They also gain the rage usr.


Paul Cornelius
Thundering Jove 
   
Made in us
Regular Dakkanaut





I want Squiggoths and Squig Riders. We need a monsterous creature and cavalry. Also, miss having burnas in a unit of boyz.
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Would the squiggorth also be a transport? How would that work?

As to having swigriders or boarriders, why not just riders, and let the rules follow accordingly?

Paul Cornelius
Thundering Jove 
   
Made in us
Regular Dakkanaut





Yes, Squiggoths definitely can transport troops. There's actually rules for them in the IA8 book now, and they used to have rules in the Savage Ork codex/supplement thing. We need that in the official codex, so we can use them all the time. Plus a plastic Squiggoth model would be EPIC!!!!
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

What's the T & W & Sv?

Paul Cornelius
Thundering Jove 
   
Made in us
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I don't have the IA8 book with me right now. I'll look it up when I get home.



Automatically Appended Next Post:
Oh, and it was Feral Orks that had the Squiggoth rules, not Savage Orks. But that was long ago...

This message was edited 1 time. Last update was at 2011/04/14 20:52:00


 
   
Made in us
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Ye Olde North State

I think there needs to be more special squad leaders in the army, like zaggy and snikrot. Like, we could have-

Burnas with Arch Arsonist of Charadon
Lootas with "Grabber" Gutzbag
Tank bustas with, I dunno, Zogface da tank slaya' or summut.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Who is this Arsonist? Is he from the previos codex?

Paul Cornelius
Thundering Jove 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

The Arsonist has been mentioned in the 4th edition Ork codex, but I don't think he's ever had an official stat/model.

This message was edited 1 time. Last update was at 2011/04/14 23:57:30


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Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Liche Priest Hierophant






And the 4th codex is the latest codex. It's... complicated.


Someone made a decent go at rules for 'im in a different thread, somewhere.

Ah, here it is.

Luke_Prowler wrote:The Arch-Arsonist of Charadon
The Arch-Arconist is a semi-mystical figure in the Loki sector, more a symbol that an actual Ork. An Arch-Arconist counts his victories not in the planets he's taken over, but the worlds he has burned to the ground. Each succeeding Ork Warlord takes the title, and with it it's persona, a psychodic pyromaniac with no goal other than to turn everything he touches to cinders. The most famous was Snagrod, a hulking monster who's Waaagh! on Rynn's World who nearly lead to the destruction of the Crimson Fist chapter. Although the Waaagh! was eventually fought off, Snagrod left his mark on Rynn's World, and in Ultima Segmentum. Over the years, the Imperium have sent several attacks on the Ork empire of Charadon, in the hope to keep a Waaagh! such as Snagron's from happening again, many led by the vigilant Ultramarines. But with the Tyranid hoard continuing it's rampage in Ultramar, the attacks are lessened and men are pulled away. Charadon is left unchecked and a Waaagh! is steadily growing, with it's sights on Ultramar. Another Adeptus Astartes chapter shall soon be under the Arch-Arsonist's belt.

Cost: 190
Stats: WS 5/BS 2/S 5/T 5/W3/I4/A5/Ld 9/2+

Wargear: The Arch-Arsonist has Mega-Armour, Power Klaw, Stikkbombs, a Bosspole, a Cybork Body, a Twin-Linked Scorcha, and a Fireball Special

Fireball special: An unfortunate experiment in the research for a plasma scorcha has lead to a....plasma scorcha.
The Fireball Special has the following profile
R: Template* S6 AP4 Assault 1.
*To fire the Fireball Special, put the narrow end of the template within 6" of the weapon and the large end in no closer to the weapon as the narrow end

Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh!, Where There's Smoke..., Curse of the Arch-Arsonist.

Where There's Smoke...: Wherever the Arch-Arsonist is, fire is not far behind. If the Arch-Arsonist is not held in reserve on the first turn, all terrain is Dangerous Terrain to the enemy units.

Curse of the Arch-Arsonist: A Warboss has to be a little unhinged to be an Arch-Arsonist to begin with, and whether they're truly insane or just playing the part is anyone's guess. But on the battlefield they are a terror irregardless. On his turn, the player may have the Arch-Arsonist gain Rage for the rest of the battle, and gain 1d6 attack on the charge rather than the normal 1.

Da Big Burna: The Arch-Arsonist allows two Burna-boyz units to be taken as Troops choices




Pretty awesome, I think. The opening paragraph is from the Codex.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

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Between Alpha and Omega, and a little to the left

Aw, geez, thanks for the complement

Personally, I don't think there need to be a a lot of SC. I won't mind a few more (like the Arch-Arsonist), but there is not need to drown in them (like what happened with Space Wolves)

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Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Longtime Dakkanaut






england, leictershire

Hopefully they will bring back Nazdreg
   
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Holy Terra - Lexington, SC

Well, first I'd like to tell Solorg thanks about the wife. She is pretty awesome. Don't know how many other guys have their girls playing and painting with them. We have a whole game room devoted to the hobby with her Orks on display.

Now, back on subject. If I were to make some realistic changes, it would be as such.

-Bring back true looted vehicles. Orks can loot ANYTHING with an armor value, but cannont take parent codex upgrades. Points are exactly as found in parent codex. I do not think GW will go for it as they don't like allies, and the idea of bringing multiple codexes to the tournaments.

-More grot entries. It would be cool to see a grot commander type allow you to take certain of those grot entries as troops. Make it possible to have a legal grot rebellion army that seems to be possible. (Maybe I'm speaking mostly for my wife as she thinks grots are cute)

-Keep the maximum 4+ armor save choppas in the 3rd edition codex, but make them better than close combat weapons. I still say that we use the house rule we had back in the day where you subtract the armor save by 1. IE: Terminators with 3+ and Guardsmen with 6+. Can be no worse than a 6+. That way most unit are affected by it rather than just terminators and power armor.

That being said, that's all the rules I can think to add. They are a perfectly functional army for 5th edition, but who knows how they will survive in the next edition.

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Commoragh (closer to the bottom)

moonshine wrote:Hopefully they will bring back Nazdreg



Yes! They need to bring brack Nazdreg. He was the only ork with a nice Stat line, Inculding BS 4, had a cool gun too.

 Wyzilla wrote:
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