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Made in us
Battleship Captain






Howdy mates, it is going to be a long time before any new ork codex comes out, but i want something newish to play with. As such i decided i would write my own codex for orks, primarily based off of the current ork codex leaving me less to write. For the most part i am just seeking new weapon options/play styles. I am very open to suggestions.

Current units in the codex: (This front page is always updated to show you want is planned to be in the codex)
Questions or comments can be emailed to Doublepandasuit@gmail.com
HQ:
Two new named characters (they will have rules, and alter how the force org works) (one big mek, one warboss)
One new Hq (The Mega Boss; think bigger boss - this was inspired by fellow dakka's)
Big Mek - Written needs review
Warboss - Written needs review
Warpeads - will be left alone(this includes werid boys, will make their melta shooting attack auto hit )


Elites:
MANZ - written needs review
Nobs - written needs review
Powa Boyz - written needs review
Special Boyz - written needs review (this sucked up tank bustas, kommandos, burnas, and lootas)


Fast Attack:
Missle Blasta Rok - written (found acceptable, further review requested)
Bikes - no changes
Buggies - (dont think they need a change/dont know how will take suggestions)
Deffkoptas - (dont know how to change em/suggestions - perhaps extended wargear?)
Squiggoth Calvary - written needs review


Troops:
Boyz - only want to change the war gear options
Grots - open to ideas here. (note don't want to write a grot themed codex - thus only this grot entry besides already existing onces)

Dedicated transports:
Looted Wagon - no changes
Rok - rules below
Trukk - no changes
Squiggoth - use FW rules for 40k approved


Heavy Support:
Battle Wagon - haven't thought of any changes to make to this entry (open to ideas)
Kanz - wargear update to them (open to ideas, thinking +1 av value as a option through a special char)
Deff Dread - wargear update (maybe +1 av option through a special char)
Flash gits - updated their weapons/painboy (feel they are fine now)
Grot Big guns - leaving them as is, they seem fine unless someone wants to speak up.
Mega Boy -Think dread knight or MC but all ork (reason is orks get bigger as they kill, but also sometimes dumber)


Units i want to add/though of but dont know where to put them. As a result i am open to where they should go in the force org

Mek boys - a entire unit consisting of only mek types. Repairs?! they sure can, to the point they break it.
possible two new themed troops spawned from this idea. (mek boys - old spanner boys really)
savage orks - because with squigg transports and squigg Calvary you really can have some real savages.

Those are the only units i can think of, i am open to ideas, but i want to keep the options to 6 or less.

First off, why do orks not get a drop pod? So i made up this entry - it is suppose to be a dedicated transport - so anyone who can take a trukk/battle wagon can have access to this drop rok.


DROP ROK - 45 pts
Spoiler:
DROP ROK - 45 pts
AV F S R BS (open topped)
11 11 11 2
HP: 3

Transport Capacity - 12 models
Wargear - Twin linked shoota


Special Rules:

All Roks must start in reserve and arrive Via Deep strike.
Rok Attak: Count up all the roks in the list you have, and divide by 2 rounding up. This is the number of Roks that can enter play turn 1.

Hard Landa: When the ork drop pod lands every model in the unit must take a dangerous terrain test to represent a poor landing. Roll for the entire unit at once, and allocate as the controlling player pleases, but spreading the wounds equally. (This is to speed up the landing so you don't spend ten minutes a pod).

Further more, ignore this rule if a kustom force field is present. As the Big Mek's shield protects the unit, and soften the blow. Instead only have the Big Mek take the dangerous test, this wound can be look'out'sir'd as the Mek grabs a boy and puts him under his boots for when the force field kicks him up into the air he has a soft landing.

If a Rok should land on impassible terrain or enemy models do the following. Move the models the Rok would land on and resolve d6 strength 10 hits on the unit, armored saves allowed. Note: No player may place the rok on enemy or allied models; it must scatter on to them. If the Rok is landing on impassible terrian that is not a enemy or ally model move the rok the minimum distance needed. Ignore all difficult/dangerous terrain when the rok is landing - it is dead set on its course. If a Rok should land on a wrecked tank, replace the wreck with a crater for the rok to land on as the rock krumps the wreck.

When a Rok lands, it is immobilized.

Sploive Re'ent'ra: Roks when entering through the atmosphere break up and fall apart landing piles of roks on the enemy. To represent this when a rok enters play the controlling player gets to place a Rok blast:

Rok Blast: S6, Ap 4, Barrage, Large Blast

Resolve the template at BS 1 as the orks have no control where the rok bits will go.


Options:
A Rok can buy the following options:
Kill Kannon - 45pts
Skortcha - 5pts
Twin linked Deff Gun - 5pts
Blasta Missle Rak* - 15pts



*Blast Missle Rak Rok, can not have a kill Kannon or a Twin linked Deff gun.


If a rok takes the Blasta Missile Rak the Rok loses all transport capacity. If this is done the Rok becomes a fast attack choice, and can be taken in 1-2 roks per fast attack slot, but must be Blasta Missile Rak Upgraded. In addition the Missile Rok also gains accesses to the following wargear.

Grot crew: +5pts (upgrade the bs of the rok from 2 to 3)

If the Rok is a Blasta Missle Rak use the following profile:
Missle Rak:
Solid: S9 Ap 3, range: 48 inches, heavy 1.
Blast: S5 Ap 5, range: 36 inches, heavy 1, large blast, barrage


For a Additional 75pts the Rok can buy the following missile upgrades to make the Blasta Missle Rak a Mega Blasta Rak.

Solid: S9, Ap 2, range: 48 inches, heavy 2, ordnance
Blast: S8, Ap 3, range: 36 inches, large Blast, ordnance, barrage,



Review would be nice. Thanks!

This message was edited 33 times. Last update was at 2013/02/27 18:05:07


 
   
Made in us
Flashy Flashgitz






NJ

What would be the range of the missile rak?

While I do think that 75 points is fair for the S10 upgrade, I think a lot of opponents will call shenanigans on you since we don't have any comparable ranged weaponry at S10 (which is why you're making this in the first place, I know)

Really the only gun I can think of that's S10 and ranged is the tau ion cannon or w/e, so they're few and far between in the game to begin with, and tau are characterized for their high strength ranged weaponry, where orks are characterized by quite the opposite.

Again, I do think it's fair for the points, especially since it's immobile and only armor 11, but I think once you cut through someone's big fancy landraider with it they're gonna get pissed at you for using your own unit. Maybe lower the strength to 9, and charge a couple less points for it? Or you could also look up the rules for the forgeworld supa kannon, and use the strenght/point values for that, since that thing is already allowed to be mounted on multiple delivery systems. That way any opponent can say beyond reasonable doubt that you're trying to be as fair as possible with this unit, since there are already rules and points assigned to the gun your using on it. Just a thought.


All that being said, I still think these rules are perfectly fair and sound like a lot of fun for an apocalypse game, just maybe not so much in a standard 1500 or even 2000pts friendly game.

   
Made in us
Battleship Captain






 Awesomesauce wrote:
What would be the range of the missile rak?

While I do think that 75 points is fair for the S10 upgrade, I think a lot of opponents will call shenanigans on you since we don't have any comparable ranged weaponry at S10 (which is why you're making this in the first place, I know)

Really the only gun I can think of that's S10 and ranged is the tau ion cannon or w/e, so they're few and far between in the game to begin with, and tau are characterized for their high strength ranged weaponry, where orks are characterized by quite the opposite.

Again, I do think it's fair for the points, especially since it's immobile and only armor 11, but I think once you cut through someone's big fancy landraider with it they're gonna get pissed at you for using your own unit. Maybe lower the strength to 9, and charge a couple less points for it? Or you could also look up the rules for the forgeworld supa kannon, and use the strenght/point values for that, since that thing is already allowed to be mounted on multiple delivery systems. That way any opponent can say beyond reasonable doubt that you're trying to be as fair as possible with this unit, since there are already rules and points assigned to the gun your using on it. Just a thought.


All that being said, I still think these rules are perfectly fair and sound like a lot of fun for an apocalypse game, just maybe not so much in a standard 1500 or even 2000pts friendly game.



Thank you for the feed back, I was going to limit the range to about 2 feet to really justify the short range, but i totally get what you are saying, and i do agree and i am going to change it. I want the unit to be fun for those point levels, not Apocalypse. I looked to forge world missile drop pod for inspiration. Do you feel the transport mode is fair?

Edit: I changed the weapon stats, and added ranges to the missile fast attack version. does it seem more fair now? Please more feed back - then when the feedback more or less seems ok to this, i will create a pdf entry and upload the rules.

This message was edited 2 times. Last update was at 2013/01/30 16:57:43


 
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

Hmm, this is a really cool idea. At first I read the part about when it lands it does D6 S10 hits to enemy units it scatters onto, and "destroys" terrain, I thought it was a bit strong but then I remembered we are talking a giant rock full of Orks crashing into the ground violently so I let it be hahaha

Overall, I like it. It's immobile, AV11, but still has plenty of dakka. If you brought this to the table with my Guardsmen on the other side, I would let you use it.


DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
6mm/15mm Cold War

15/20mm World War 2 (using Flames of War or Battlegroup Overlord/Kursk)

6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin



Hard Landa: When the ork drop pod lands every model in the unit must take a dangerous terrain test to represent a poor landing. Roll for the entire unit at once, and allocate as the controlling player pleases, but spreading the wounds equally. (This is to speed up the landing so you don't spend ten minutes a pod).

Further more, ignore this rule if a kustom force field is present. As the Big Mek's shield protects the unit, and soften the blow. Instead only have the Big Mek take the dangerous test, this wound can be look'out'sir'd as the Mek grabs a boy and puts him under his boots for when the force field kicks him up into the air he has a soft landing.


This is fantastic.

 
   
Made in us
Battleship Captain






washout77 wrote:Hmm, this is a really cool idea. At first I read the part about when it lands it does D6 S10 hits to enemy units it scatters onto, and "destroys" terrain, I thought it was a bit strong but then I remembered we are talking a giant rock full of Orks crashing into the ground violently so I let it be hahaha

Overall, I like it. It's immobile, AV11, but still has plenty of dakka. If you brought this to the table with my Guardsmen on the other side, I would let you use it.



My mistake! it is not suppose to destroy terrain. It is just suppose to ignore anything, except impassible. I will expand/fix this. I wanted to act like a 1 shot deff rolla. With armor saves allowed, i feel it really isn't that bad, but just adding to atheistic of the situation. Thank you for the input, i am glad you are ok with the rules.

Lord Magnus wrote:

Hard Landa: When the ork drop pod lands every model in the unit must take a dangerous terrain test to represent a poor landing. Roll for the entire unit at once, and allocate as the controlling player pleases, but spreading the wounds equally. (This is to speed up the landing so you don't spend ten minutes a pod).

Further more, ignore this rule if a kustom force field is present. As the Big Mek's shield protects the unit, and soften the blow. Instead only have the Big Mek take the dangerous test, this wound can be look'out'sir'd as the Mek grabs a boy and puts him under his boots for when the force field kicks him up into the air he has a soft landing.


This is fantastic.


I am glad you like it. I thought it made sense to my orky nature.


Rules updated, please more review.

This message was edited 3 times. Last update was at 2013/01/30 16:59:56


 
   
Made in gb
Bounding Assault Marine



hereford

Fluff wise they are known as rok forts but a good rules I would let you play it against my SM.

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in us
Battleship Captain






wargey wrote:
Fluff wise they are known as rok forts but a good rules I would let you play it against my SM.


Alright, i will be closing the rok rules, and updating with MANZ rules tomorrow. Thank you for the input.
   
Made in us
Battleship Captain






Alright here we go, i will do the MANZ first as i like them the most.

Changes made thus far:
- kumstom mega blasta kannon dropped in price be 10pts (now 25pts a gun)- this was suggested by a friend comparing the space marine plasma cannon and justified if and if only nobs of equal or greater status could take it.
-Twinlinked Bigshoota - dropped from 10 to 7 pts per model
-Added kombi weapons at 5pts permodel
-made it clear the pain-boy gives feel no pain
-adjusted a more or less weaker version of the cyclone missile launcher from 20pts to 15pts. (i think this is close to a balanced price)



Mega Armored Nob: 35pts per model.

Spoiler:
Mega Armored Nob. Squad Size: 3-10
WS BS S T W A I LD SV
4---2---4-4-2-3-3-7--2+
Mega Armored Pain Boy:
WS BS S T W A I LD SV
4---2---4-4-2-3-3-7--2+

Mega Armored Nob Wargear:
Power Klaw
Twinlinked Shoota
Stikk Bombs

Mega Pain Boy Wargear:
Mad Dok Buzz Saw
Mega Surengi


1 out 3 Mega Armored Nobs may take one of the following:

Rokkit Rak - 15pts
Mega Blasta Kannon - 25pts


[for easy fixing i am putting the weapon rules here]
A Mega Blasta Kannon is underslung two handed kannon that has the following rules:
Strength 8, Ap 2, Range 24", Small Blast, Assault 1
A Rokkit Rak is a top mounted missle rak with the following rules:
Strength 4, Ap 5, Range 36", Small Blast, Assault 2
[-------------------------------------------------------------------]


Any Mega Armored Nob may replace his twin linked shoota with one of the following:

Twin Linked Mega Blasta - 15pts
Twin Linked Big Shoota - 7pts
Twin Linked Dakkaguns - 5pts

Kombi Weapon - rokkit, flamer, mega blasta, - 5pts

Any Mega Armored Nob may replace his Power Klaw with one of the following:

Smash Fist - 5pts
Mega Motor Fist - 10pts


[ Weapon rules ]
A smash fist is a generic power weapon: strikes at initiative, and is ap 3.
A Mega motor Fist is a generic power weapon that adds 2 to the base initiative value
[ ]


Other Options:
Waghhh Banner - 15pts limit one per squad

One Mega Armored Nob may swap out his Klaw, and Twinlinked Shoota and his Sanity to become
Mega Pain Boy: with a Mega Surengie And Mad Dok Buzz Saw
30 - pts (a Mega Pain Boy grants feel no pain to the squad)
Cyborg Bodies - 5pts per model
Targit Arrehs - 5pts per model


[Targit Arregs add 1 to the BS of the model]
Mad Dok Buzz Saw adds plus 2 to the strength and posion (4+)
Mega Surengie is a posion gun with the following profile:
Strength 6 Ap 6 range 18", assault 2, Posion(4+)


Dedicated Transports:
Rok
Battlewagon
Trukk
Looted Wagon

This message was edited 17 times. Last update was at 2013/02/14 21:23:35


 
   
Made in ca
Bane Lord Tartar Sauce




Just so you know, as worded now there is NO reason to not take either a smash fist or Mega Motor fist on every single MANZ. As worded, you can go "ok, for 5 points, I get a generic power weapon. I guess I'll take a power axe, because the weapon also strikes at initiative". I'm pretty sure that isn't supposed to be right. I'd also say your costing on some of your upgrades is all over the place, either being too high or two low in nearly every instance (why is it cheaper to take a TL Deffgun than a TL Big Shoota, for example?)
   
Made in us
Battleship Captain






RegalPhantom wrote:
Just so you know, as worded now there is NO reason to not take either a smash fist or Mega Motor fist on every single MANZ. As worded, you can go "ok, for 5 points, I get a generic power weapon. I guess I'll take a power axe, because the weapon also strikes at initiative". I'm pretty sure that isn't supposed to be right. I'd also say your costing on some of your upgrades is all over the place, either being too high or two low in nearly every instance (why is it cheaper to take a TL Deffgun than a TL Big Shoota, for example?)



Deff guns Are S 5 and Ap 5
if the big shoota was the same price for one less (Ap 4) there would be no reason to take a deffgun ever.
perhaps the big shoota should be 8pts.. will take this into consideration.

Also in the big rule book/FAQ a generic power weapon not specified is just a power sword. Or ie AP3 and only AP3. No axe allowed, sorry.


There is also a draw back to taking a smash fist, you strike at I 3 - ie after almost everything but crons, and you lose the ability to combat terminators. The Mega motor smash fist is to keep the idea that MANZ are a elite unit, but can vary in resources. As such trading out for a Mega Motor Smash fist at cost is expensive along with no ability to harm larger targets like av 14 and such.

A strength 8 ap 2 assault blast template should be very expensive, and is very good imo.

Other justification to point costs - a Mega armored pain boy does grant feel no pain, and that should be very expensive for a terminator squad. Who then in turn allows further costly upgrades to the squad for 5++ and plus 1 bs at five pts per upgrade to each model. Ie if you wanted to run that your average nob is now 45 pts, plus a weapon upgrade say a deff gun, you are looking at 50pts per model. That is very pricy and cool for orks.



Please continue the review.

This message was edited 8 times. Last update was at 2013/02/06 18:55:30


 
   
Made in gb
Bounding Assault Marine



hereford

How meny wounds do dey have

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in us
Battleship Captain






wargey wrote:
How meny wounds do dey have


2 wounds, sorry
   
Made in us
Battleship Captain






anyone else got review for the mega nobs? yay nay? ect.
   
Made in us
Battleship Captain






For lack of responses i will assume people feel the previous entry was ok, of course play testing will happen to make sure it is very fair and hopefully some locals to look at it.

Anyways i wanted a new elite unit for orks that had a good save thought of these guys.

Kinda feel like the cost is worth while - using the grey knight henchmen rules.

Changes made thus far:
-removed the kustom mega blasta kannon entry from wargear options. Couldn't see orks wielding the big clumsy thing as a assault weapon. Decided only nobs or equals should be able to take it.

Powa Boyz - 15pts per model
Spoiler:
Squad Size: 5 - 15
WS BS S T W I A LD SV
4---2--3-4-1-2-2--7--3+

Special Rules:
Mob Rule
Waaghh


Wargear:
Powa Armor
Slugga
Choopa


Options - 1 out every five orks may take a special weapon

Grot Zooka - 15pts
Kustom Mega Blasta - 10pts
Rokkit Launcher - 10pts
Burna - 5pts
Big Shoota - 5pts


Additional Options -
One Ork May be upgraded to Nob - 10pts
Nob May take -
Power Klaw - 25pts
Big Choppa - 5pts
Boss Pole - 5pts
Waghhh Banner - 15pts


Dedicated Transports:
Rok
Battlewagon
Trukk
Looted Wagon
Squiggoth

This message was edited 7 times. Last update was at 2013/02/14 21:20:12


 
   
Made in us
Liche Priest Hierophant






You ever looked at Da Waaagh!!'s Clan Specific Ork Codices? The Bad Moons one might tickle your fancy.

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
Battleship Captain






Anvildude wrote:
You ever looked at Da Waaagh!!'s Clan Specific Ork Codices? The Bad Moons one might tickle your fancy.


i havent, but i am sure those would tickle my fancy. More or less i am just taking the current ork codex throwing away a unit here or there, and putting in a new one to replace it.


Automatically Appended Next Post:
Ok so i don't feel like writing up the rules/stats for the sames units so i am going to suggest armory updates to the codex that will effect units just how i want because i like their current skill.

Updates to armory:
Spoiler:

Painboys -
Have a new opition - for 5 pts per model can upgrade the bs skill by 1. Called Cybork Aye

Wargear Updates -
Kustom Mega Blastas are now Assault - 2.
Flash Gits Weapon Snazz gun - is now assault 2 by base.
Rokkits now have a small blast strength 4 ap 5 blast shot option

This message was edited 2 times. Last update was at 2013/02/06 18:21:06


 
   
Made in us
Battleship Captain






Alright gents, lack of feed back wont stop me! i know people in real life. i am just trying to avoid the but looking for the . Hopefully someone here, who knows what balence is will step in pat me on the back or slap me silly; either way i am writing more! I want this to be a real goal.

This entry is suppose to soak up the other 3 elites and stay as a elite, but allow you to mix and match along with more options. The entry will eat the loota slot, the tank busta slot, and the kommando slot along with the burna boy slot.

Speecial Weaponz Boyz - 15pts per model
Spoiler:
Squad size: 5-15 models
WS BS S T A W I LD SV
--4--2---3-4-2-1-2-7-- 6+

Wargear:
Deffgun
Slugga
Choppa


Options: (if one Deffgun weapon is traded, all the Deffgun weapons must be traded out)
Can trade out Deffgun for:
Burna: free
rokkit launcher: free
Big shoota: free


If trading out the Deffgun weapon the infiltrate perk is free.
Can buy infiltrate for +5pts, getting back in touch with the blood axe roots.
Can buy Squigbombs for 5pts at two squiggs per five orks.
Can swap Slugga and Choopa for Tank Hammer - 5pts.


One ork can be upgraded to Nob - 10pts
Nob can buy:
Kombi Mega Blasta Kannon - 35pts
Power Klaw - 25pts
Mega Fist - 10pts
Big choopa - 5pts
Eavy Armor - 5pts
Boss pole - 5pts

This message was edited 6 times. Last update was at 2013/02/07 04:46:20


 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Comrade, I have looked at your thread a couple time, can't believe I missed this but...

Deffguns are s7 ap4(Basically a rapidfire autocannon), Big Shootas are s5 ap5(Basically an Assault version of the Imperial heavy bolter.)

 
   
Made in us
Battleship Captain






 Lord Magnus wrote:
Comrade, I have looked at your thread a couple time, can't believe I missed this but...

Deffguns are s7 ap4(Basically a rapidfire autocannon), Big Shootas are s5 ap5(Basically an Assault version of the Imperial heavy bolter.)


Hmm my orky brain says this is wrong. Bikes have twin linked defff guns, 3 shots strength 5 ap 5... The loota gun is strength 7 ap 4 d3 shots.. Big shoots are strength 5 ap 4 assault 3 ? i dont have my codex on me, so i am not sure exactly, but that was my interpretation/memory.

i will check if you are right once i get home this evening.

Thank you for the input. Also i have updated what the codex will look like on the top of the page.

This message was edited 1 time. Last update was at 2013/02/07 16:55:02


 
   
Made in us
Liche Priest Hierophant






Bikes have Twin-Linked Dakkagunz. Lootas have Deffgunz (Kuz dey makez ya Deff, dey'z so lowd.)

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
Battleship Captain






Anvildude wrote:
Bikes have Twin-Linked Dakkagunz. Lootas have Deffgunz (Kuz dey makez ya Deff, dey'z so lowd.)


Thank you, I will correct the entires later.


Automatically Appended Next Post:
Made the changes for the deff/dakka guns. Let me know if i missed any, thank you for the input.

This message was edited 1 time. Last update was at 2013/02/07 04:47:37


 
   
Made in us
Battleship Captain






Ok ladz i am going to take the 3 units i would like to briefly amend and write it all here so lets see what happens.

Nobs - 20pts per model
Spoiler:

WS BS S T W I A LD SV
-4---2---4-4-2-3-3-7--6+


Wargear:
Choppa
Slugga
Shoota (new)
Stikk Bombs (new)


Options:
May replace Shoota with:

Big shootas - 5pts per model
Kustom Mega Blastas - 10pts per model


Nob may replace choppa with:

Power Klaw - 25pts
Motor Fist - 10pts
Big Choppa - 5pts


Nob may replace slugga with:
Kombi, flamer, blasta, rokkit, shoota - 5pts per model

Additional Options:
Any Nob may take:

Boss pole - 5pts
Waagh Banner - 15pts (doesnt stack)
Eavy Armor - 5pts
Motor Bike - 20pts


Dedicated transports:
Battle Wagon
Looted Wagon
Rok
Squiggoth


One nob maybe upgraded to a pain boy for 30pts:
Pain Boy:

Trade out the shoots, slugga, and choppa, for
Dok Tools, Urtery Surgine, needle gun

[Needle gun is a strength 4 ap 5, 1 shot, poison(4+)]
Pain Boy may give the following:
Targit Aye - 5pts per model
Cybork Bodies - 5pts per model
Pain Boy may take:
Grot Orderly - 5pts (1 only and one use)




Big Mek - 35pts per model
Spoiler:

(same stats)

Wargear:
Slugga
Choppa
Shoota
Meks Tools


Big Mek can exchange Slugga for:
Burna - 20pts
Power klaw - 20pts

Big Mek can exchange Choopa for:
Shokk Attack Gun - (whatever the current price is)
Motor Bike - 20pts

Big Mek can exchange Shoota for:
Big Shoota - 5pts
Deff gun - 10pts
Kustom Mega Blasta Kannon - 25pts


Big Mek can exchange all weapons for Mega Armor:
Mega Armor - 40pts.
May swap power klaw for:
Mega Motor Smash Fist - 15pts
Mega Wrench - 10pts (works like mek tools, but on a 3+)

May swap twin-linked shoota for:
Twinlinked Big shoota - 8pts
Twinlinked Dakkagun - 5pts



Additional Mek Options:
Kustom Force Field - 50pts*
Oil Grots - 3pts - 3 maximum
Ammo Runs - 3pts - 3 maximum
Eavy armor - 5pts
Boss pole - 5pts
Attack Squigg - 15pts
Cybork Body - 10pts
Targit Aye - 10pts
Targeting Matrix - 35pts*


[targeting Matrix grants skyfire to the unit the big mek is joined with]

* A big mek cannot have both Targeting Matrix and Kustom Force Feild - last time a Big Mek did, dere waz sparkez loudz pop'en noziezzzss and a boom and da big mek disapeared.


The idea is a Big mek can now have a KFF and Mega armor - granted expensive but he can. A couple different shooty options, and a couple new melee options. The Targeting Matrix was a new idea that i thought was cool because it would entirely replace the KFF, but you could still have a Shokk Attack gun! not that you could use it at the target, but the option is there. Along with a Deffgun, he can now be a true part of the loota unit.


Warboss - 65pts per model
Spoiler:

(same stats)

Wargear
Choppa
Slugga
Shoota


May replace Choopa for:
Power Klaw - 25pts
Mega Motor Smash Fist - 15pts
Motor Smash Fist - 10pts
Big Choppa - 5pts


May replace Slugga for:
Kombi flamer, blasta, rokkit - 5pts
Deff'en Loud Banga gun - 20pts (rules are below)

May replace Shoota for:
Deff'en Loud Banga gun - 20pts
Kustom Mega Blasta Kannon - 25pts
[Deff'en Loud Banga Gun is Strength 6 Ap 4, Assault 4, ignores cover, pinning
A warboss has a option to bring two Deff'en Loud Banga Guns, should a second
one be brought he doubles his number of shots! But if both are used in the same
shoot phase the guns suffer from the Jam Rule.

Jam - dats a grot stuck in da chamber! Should three ones be rolled this shooting phase, the warboss suffers
a small blast template on his head at strength 6 ap 5, and does not scatter.
]

Additional Wargear:
May replace Slugga, Shoota, and Choppa for Mega Armor:
Mega Armor - 40pts*
Motor Bike - 20pts*
Attack Squigg - 5pts
Eavy Armor - 5pts
Cybork Body - 10pts
Targit Aye - 10pts
Boss pole - 5pts
Powa Armor - 20pts
*A warboss can't have both a motor bike and Mega Armor - he hit more things den a drunk speed ead goin through da scrap yard.



Now a warboss has shooty options. I am trying to bring out a freebooterz feel, but in all honesty try excericse a player play style. Now you can run your warboss with other options than the standard klaw, and eavy armor. With options like power weapons, and power armor he can run around like a marine, with other marine boys -just a fun idea. Or you can have him take big dakka and he can shoot stuff.


Want review.

This message was edited 1 time. Last update was at 2013/02/07 17:40:56


 
   
Made in us
Battleship Captain






Well Dakka, i am continuing my quest to write a codex, and have something play tested. Review is always welcome, but i know i am not space marines, hard to get attention around here because of that.

Currently this is based off a wraith lord, which comes in at 90pts, and with a sword at 100pts flat for a almost identical stat line. Just keep that in mind when going to review him, he is going to suffer the same weakness/exploits as a wraith lord.

Now i present the new Unit the

Changes currently made:
shield completely removed. It was a silly idea
Further Changes, got rid of the boo-boo rage rule.
Added Fearless
Added Character

Reduced cost to 120pts.

Mega Boy:
Cost per Model: 120pts (still thought in process)
Spoiler:
Squad Size: 1 (monstrous creature)
WS BS S T W I A LD SV
-4---1-10-8--5-3-5--7--3+

Special Rules:
Furious Charge
Monstrous Creature
Thick Plate
Clumsy
Fearless
Character


Wargear:
Giant Axe
Skortcha x2 (one per arm)


Optional Wargear:

Uge 'Amma - 20pts
boom stikk - 35pts .


[Weapon rules placed here for easy modifications:
Uge 'Amma - replaces the Giant Axe, and makes the Mega Boys attacks twin-linked
Boom Stick - is a huge shotgun the mek created that shoots a battle cannon round.
the boom stick has the following profile.
range 30" Strength 8 Ap 3, ordnance, large blast, assault 1.
]


Special Rules:
Clumsy - When a Mega Boy makes a charge he is not careful of what he is running into. When charging into assault a mega boy replaces his hammer of wrath attacks with the deffrolla rules. D6 strength 10 hits at the I 10 step, however this effects every squad involved in the combat. Friend and Foe alike. In addition to the above charge rule the mega boy must make a dangerous terrain test: this is to represent that he is clumsy and could of twisted his ankle/tripped on the way into combat.

Thick Plate - the Mek that crafted this boy's armor took one look at him, and then one look at some kind huge tank scrape pile and that is what he wears, the hulls of many loved russes and rhinos. It confers a 3+ save.




This message was edited 10 times. Last update was at 2013/02/14 01:21:39


 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

The Mega boy is probably too cheap for Ctan like stats and invulnerable saves. His initiative should drop to 2, probably. His cost could be doubled. He is basically the single best monstrous creature in the game as written.

 
   
Made in us
Battleship Captain






 Lord Magnus wrote:
The Mega boy is probably too cheap for Ctan like stats and invulnerable saves. His initiative should drop to 2, probably. His cost could be doubled. He is basically the single best monstrous creature in the game as written.

Lord Magnus, your answer is here, and it is outdated if you ever read it.
Spoiler:
He was written based off a wraith lord. Their costs are almost the same. I will drop the invuln but leave the 4+ cover save feature. Maybe a 6++ and only on melee. I forgot to write that the invuln only worked in melee. My mistake, still it is under costed but it is not worth more than 200 Pts. Nids an others get guns and other abilities for less. And a waraithlord with guns is only 150 pt range, with better stats. Grey knights get jump packs and the sort, this poor ork is foot Slogging no matter what thus a high T value was wanted, there for the wraithlord became the ideal stat line for it.


With the same problems as a wraith lord it isn't in the cheese catagorey yet, I wanna stay away from that. I will not drop the I to 2 the I 3 and I 2 doesn't make a huge difference except against nids. Unless you can argue that it does make a difference. Reasons why I want it to be good against nids is the fluff. When orks get this big they had to kill a lot of nids to keep the story short.

Balence factors 4+ armor? I think it should be 100~ pt range if that because he can be killed by many things at range
Reduce wounds to 4 / don't alter cost?
How much would it cost to give this guy fnp?
Maybe fnp and a 4+ for 150pts?
Other suggestions.

Note: shield removed, it was a silly idea, didn't make sense. Maybe a giant chainsaw! not really though.

This message was edited 6 times. Last update was at 2013/02/14 00:50:28


 
   
Made in au
Ragin' Ork Dreadnought






Albany, Australia

I've had a brief skim - looks promising. I'll need to collect my thoughts though - preferably later while I'm not at work (and have access to my codex....)

   
Made in us
Battleship Captain






 Arakasi wrote:
I've had a brief skim - looks promising. I'll need to collect my thoughts though - preferably later while I'm not at work (and have access to my codex....)


sounds good, i am questioning the price of the power boys.
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Have you thought about adding and CC options to the Powa Boyz? They are basically a shooting unit now, and Orkz don't excel there.

 
   
Made in us
Battleship Captain






 Lord Magnus wrote:
Have you thought about adding and CC options to the Powa Boyz? They are basically a shooting unit now, and Orkz don't excel there.


i havent, i just kinda blurted them out there. It is a lovely idea, should they get something more grand than a choppa and slugga?'


Going back to what i wrote, they have the CC gear that the average ork has. A pistol, and a choppa, do you mean the special weapon upgrades for the 1 per 5 orks?

This message was edited 2 times. Last update was at 2013/02/14 21:17:35


 
   
 
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