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Made in us
Flashy Flashgitz






New Jersey

 The Shadow wrote:
The old Ork Codex, or one of them anyway, allowed you to actually purchase a unit (such as a Rhino - it gave you a list of possibilities) from other books, like the Guard or Marine Codex/ices. That could be the path we take for looted stuff, perhaps not going as far as that though.


I believe it was 'ere we go' and the Blood Axe Clan had this, Originally taken from the Freebooters Codex, were there were Pirates filled with mixed army list. Blod Axe could also take a Freebooter Squad. I was thinking that we could do this with Flash Gitz and make them Part of a Freebooter Codex. I started the Thread Making the Flash Gitz Useful

This message was edited 1 time. Last update was at 2013/06/14 17:59:48


Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in nz
Disguised Speculo





@Luke

I like the addition of the Big Choppa to the boyz. I hadn't thought of using it like that myself.

Rather than a new character I'd just make the Speed King an Evil Suns warboss. I reckon the klan affiliation of da boss should have important effects

Forgeworld has already done Snotlings, not sure how their stats compare. They've also done a Snotling / SAG thing. I believe it was just 1d3 Snotlings for a similar effect but not certain

Would make the Squigs WS2. This has a precedent in the Squiggoth. But could work either way. Definitely agree that Runtherds are not living up to their potential. I reckon that supa serum is pushing it though

Finally, the turbo-booster should probably immobilize the trukk if it fails. Has precedent in the Mekboy junka which can become a fast vehicle or immobilize itself. Makes people have to actually choose if they will use it rather than auto-use until it fails
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Make Killa kanz and deff dredds have a 5+ inv save

Give a Deffdredd IWND as well and make if front AV 13.

Give all Ork units 6+ FNP

Also KFF should give all friendly units within 6" the Shrouded rule.

Make Big choppas AP 4 but AP 3 on the charge.

Imo Orks gameplay style are that there the toughest Xeno army out there and they hit hard when they do hit with anything, as well as having mad creations as well. I think Orks need this kind of thing back into the next Ork codex, but that's just my opinion

Also bring Mega derdds into it, the bigger the better and I would rather have big walkers for my army than having an oversized squig tbh but again that's just my opinion.

This message was edited 1 time. Last update was at 2013/06/16 15:49:23


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Flashy Flashgitz






New Jersey

 happygolucky wrote:
Make Killa kanz and deff dredds have a 5+ inv save
I would be happy if they gave them a 6+ inv save, basically anything to stop them from getting glanced to death. It's why lootas seem to do better than Tank Bustas against vehicles. What I would give both Killa Kanz and Def Dreads is the Bikers smoke cloud 4+ cover

 happygolucky wrote:
Give a Deffdredd IWND as well and make if front AV 13
Personally, I would do something like Clunky d6 on every glancing blow - 1.extra glance point, 2. penetrating shot, 3. immobilized, 4. 6" of movement 5. No glance 6. remove 1 hull point of damage. I would also make them cheaper.

 happygolucky wrote:
Make Big choppas AP 4 but AP 3 on the charge.

actually I would reverse them 3 AP normally 4 AP on charge. The reason is when they are in the fight they are more focused on the weaknesses. Whe they are charging it more of a hit it where ever.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in ca
Pewling Menial




Toronto, Canada. My spirit will never die

Big choopa:
+2S, unwieldly and a 1pt replacement for choopa.
Grouped with other special weapons (Big Shoota, Rokkit Launcha.. Burna when applicable)

Mob up:
Any unit may add a Slugga/Shoota boy to their unit for 7 pts for each Slugga/Shoota added.
This, I imagine, would be used as ablative wounds for various units. And I think that is fine.

Ork vehicles:
Can get Imperial Guard type smoke launchers for 5 pts.

Grot riggers act at the end of the Ork movement phase.


Weird boy:
Move to Elites; cheaper.
Rename 'Frazzle' to 'Stomp'

Nobz:
18 points

MegaNobz:
Allow bosspole, Waaagh! banner.

Lootas: Move to heavy. I think that hurts us, but they look more like a Heavy choice then an Elite choice.
Deff guns go from D3 to special D6
1: jam, no shots.
2: Heavy 1
3-4 heavy 2
5-6: heavy 3
Also, make them AP5 or AP6.
Allow one of the Meks to become the mob leader with Bosspole, Power Klaw, armour, etc.

Burnas:
Allow one of the Meks to become the mob leader with Bosspole, Power Klaw, armour, etc.

Tankbustas:
Remove glory hog
Gain Tank Hunter

Kommandos:
8 Pts per model.
4 of them may take special weapons.
The Burna costs +10

Trukks:
30pts, available for every unit.

Warbuggies:
25 points

DeffKopta:
30 points

Flash Gitz:
Allow Klaw, Boss Pole, etc..
Snazzguns:
range: 30" S: D6 AP4 assault 2
More Dakka: +1 shot
Shootier: +1 Strength
Blasta ammo: AP3, gets hot. *The unit may choose when to use Blasta ammo (including overwatch)

Big Gunz
Zapp Gun.
Each Zapp Gun rolls for strength separately.



With the large amount of 5+ cover saves and the KFF being reduced to 5+, it needs to change. Either reduce the price or it gives Stealth.


As for the SAG.. my suggestion:
It rolls 4 D6. Your opponent removes one roll, you remove another.
Tweak the SAG table.
Every '1' that remains, the Big Mek takes a wound.
Every '6' the remains, the squad the Big Mek is part of, takes a wound.


This message was edited 2 times. Last update was at 2013/06/19 07:53:56



 
   
Made in nz
Disguised Speculo





I like the 4d6 thing for the SAG, not sure about the 1 and 6 results though. I think if 1 hurts the Mek, perhaps 6 should help it. Random is only good if it awards both penalties *and* bonuses.

Not sure about the Flash Gits tbh. Even if they roll a 6, they'll still be pretty crap. Better AP is far more important for them than better S, and as you've made them they are kind of like crappier Lootas.

Zapp Guns should totally roll seperately. I'd make them d6+X rather than 2d6, just because it's faster if rolling many.

This message was edited 1 time. Last update was at 2013/06/19 07:21:31


 
   
Made in ca
Pewling Menial




Toronto, Canada. My spirit will never die

 Dakkamite wrote:
I like the 4d6 thing for the SAG, not sure about the 1 and 6 results though. I think if 1 hurts the Mek, perhaps 6 should help it. Random is only good if it awards both penalties *and* bonuses.

6: The final strength would still be 2d6, if one of those d6 is a 6, that means a minimum of S7
The '1' is bad workmanship, so it makes sense that it hurts the Bigmek. The 6 is not just a powerful value, its a Bzzaapful value. If the BigMek's Squad mates get hit by arcs of plasma/microwarps/etc.. meh, that is acceptable.

Not sure about the Flash Gits tbh. Even if they roll a 6, they'll still be pretty crap. Better AP is far more important for them than better S, and as you've made them they are kind of like crappier Lootas.

Looks like I forgot an edit.
I like Lootas (they tend to eat 20% of my army list points) but I think they are too good for what they are. I believe they should have AP5 (or even AP6).. they are not Autocannons. That would then leave the lower AP job to Flash Gitz, KMB and Big Gunz. That they also ignore cover and have decent AP would make them a nice unit to oust objective squatters. An ability that you are paying through the nose for too.


Zapp Guns should totally roll seperately. I'd make them d6+X rather than 2d6, just because it's faster if rolling many.

Ork kulture has a lot of randomness to it (oh 2nd ed. Pulsa rokkits), and randomness is made useful by numbers. The current mechanic for Zapp guns (target a unit, then roll once for strength) means that their strength results are too unreliable for attacking AV, and their few shots make them expensive and very situational Terminator poppers. Allowing each to roll 2d6 means more chances of getting a useful result for kicking in armour. And if a few extra grots have to die, then so be it.
An alternative could be to roll for strength before you choose a target.

This message was edited 3 times. Last update was at 2013/06/19 08:09:51



 
   
Made in za
Fixture of Dakka




Temple Prime

How would you incorporate Dawn of War 2's beamy deffguns in keeping with the differences Deffguns have with autocannons?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Pewling Menial




Toronto, Canada. My spirit will never die

^ for what its worth, I am making a squad of 'Lootas' from ~scratch, and I am basing their Deffguns on the idea of them being energy weapons (failed/cheap zapp guns). So for me, the idea of deffguns having beam-like shots is entirely within the norm of the standard Loota.

And should the next codex nerf Lootas and make Flash gitz better, I can then claim they are flash gitz.



 
   
Made in za
Fixture of Dakka




Temple Prime

Every time I play orks in Dark Crusade and Soulstorm I look at how awesome those flash gits are and how terrible they are on the tabletop and cry.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Roarin' Runtherd




When the codex comes out... I'm thinking we will probably have to leave the Lootas on the shelf...They are going to get majorly nerfed...


Automatically Appended Next Post:
....and Kommandos will get better and actually become worth it... I've always wanted to run a squad of kommandos but there to expensive (money wise) to be worth it :(

This message was edited 1 time. Last update was at 2013/06/19 10:38:46


"Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out". - Speedfreak 
   
Made in dk
Dakka Veteran




I just gave some regular slugga boys a stealthy knife in a sneaky pose and painted them in mute colors with camouflage stripes across the skin. They look pretty cool to me. The official Kommando models, apart from the nob, are just so incredibly fugly to me. I'll never buy those or the tankbustas. Yikes.
   
Made in za
Fixture of Dakka




Temple Prime

tgjensen wrote:
I just gave some regular slugga boys a stealthy knife in a sneaky pose and painted them in mute colors with camouflage stripes across the skin. They look pretty cool to me. The official Kommando models, apart from the nob, are just so incredibly fugly to me. I'll never buy those or the tankbustas. Yikes.

You git, purple is the sneaky color!

'Cause you've never seen a purple Ork eh?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in dk
Dakka Veteran




Admittedly, nobody would see a purple Ork coming. Sounds proppa!
   
Made in za
Fixture of Dakka




Temple Prime

tgjensen wrote:
Admittedly, nobody would see a purple Ork coming. Sounds proppa!


The Ork colors and their effects are as follows

Black='arder/tougher
Green=meaner/stronger
Red=Faster
Orange=More dakka
Yellow=Bigger boom
Blue=Luckier
Purple=sneakier.

Hey...we could make rules for those!

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 Kain wrote:
tgjensen wrote:
Admittedly, nobody would see a purple Ork coming. Sounds proppa!


The Ork colors and their effects are as follows

Black='arder/tougher
Green=meaner/stronger
Red=Faster
Orange=More dakka
Yellow=Bigger boom
Blue=Luckier
Purple=sneakier.

Hey...we could make rules for those!


Sounds more like clan rather than colours, anyway.. i dont want to repaint 90% of my army xD

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Flashy Flashgitz






New Jersey

They are going to nerf the Lootas and still keep the Flash GItz fairly useless.
I would not give Lootas "Gets Hots" I would make lootas, Heavy Support and see if they stay usefull when they are stacked against BigGunz and Battlewagons.


Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in za
Fixture of Dakka




Temple Prime

Orange is a problematic color. Simply adding an additional shot for more dakka grossly overpowers certain weapons (especially one shot guns or weapons used in enormous numbers) while doing very little for others (big shootas rarely are fielded in enough numbers for one more shot to do diddly)

Hrmmm...

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

A lot of great stuff here, great work everyone.

Meks getting boss poles would be helpful along with giving Lootas, Burnas, and FLash gitz dedicated transports. They're the ones building them/converting them right?

I think the Waggghh could be kept simple:

Once per game until the start of the next Ork turn, all models with this rule (Orks) have the Pereferred Enemy rule against all enemy units for shooting, assault, and Overwatch. Simple, powerful, and useful. I almost never call a Waghhh currently.

Also, as been mentioned in previous posts, any Ork should always have 6+FNP with Painboyz (bought like Wolf Guard or Royal Court) upping a unit they join to 4+FNP for 50 points per model. Weird boyz would also be bought and assigned to units for 50 points each.

Basically any unit could add on an IC, a Painboy, a Weirdboy, and still be lead by a Nob/Mek. 4 Characters in a unit would allow you more flexibility in accepting/issuing challenges while not breaking the game and fully conforming to 6th edition rules and Ork Fluff.

Every boyz mob is just a roving gang seeking a good fight which Either hires or draws the attention of Painboyz, weird boyz, and the like.

Also the idea of paying for every Kan and Dred to have a 5+ Inv is a good one. Maybe expand that to Trukks, BW's and Looted Vehicles as well? Meks are just that awesome!!!

Fighting crime in a future time! 
   
Made in za
Fixture of Dakka




Temple Prime

Okay, so how to compile all this into a big list into the OP?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

How to compile? 1 post for everything in the Current Codex, in order so first Warboss etc. and then list everyone's ideas about how the Warboss should be listing current stats, but not points costs of course .

Then the next post could be about Big Meks. Yeah, I don't envy the OP here.

Fighting crime in a future time! 
   
Made in us
Yellin' Yoof





New Orleans

I just want a stats increase, such as base str 4 on my Boyz, and str5/T5 on my Nobz.. I'd like Kanz to be 12/12/10 and my Dreads to be 13/13/10 like in the Space Marine codex. Maybe a 4+ from my KFF to make footsloggin an option. And lastly some way to avoid and/or win challenges so that Nobz w/Powerklaws are actually useful like in 5th.

I just want to be on par with the other new codexes and be able to run more than just the trukk list. And that said I really like the ideas they're coming out with Grots, I hope they follow through with them.

 
   
Made in us
Longtime Dakkanaut





 Kain wrote:
Playing space marine really makes me wish stormboyz and other jump infantry could assault fliers. Because hot damn was the valkyrie ride sequence awesome.

I kind of wish they repeated it later with some Chaos raptors to shoot down though.


I actually love this idea could be something like that:

Rule: Aim for the flyboy:

A squad of Stormboyz may elect to fly and attack a zooming flyer or swooping monstrous creature in the assault phase if they pass a LD check, if the check is failed the Boyz have had a change of heart and look for another target (may assault a target they can assault normally without any penalty). If the Leadership check is passed and the Boyz make their charge do the following:

-Count how many Boyz are within assault range (as per normal assault rules) every boy that is in assault range gets a auto S6 hit on the flyer, the boyz out of combat are considered to have flown up but missed their target.

-No matter the result of the combat, if the flyer is destroyed or if the flyer manages to survive the combat all the Boyz that were able to assault the flyer are removed as casualties as they have ended up as greasy green smears decorating the enemy flyer or caught in the dramatic explosion of the destroyed flyer or crushed by the monstrous flyers dead body.

Between you and me that seems pretty decent and sounds awesomely orky

This message was edited 2 times. Last update was at 2013/06/24 08:18:32


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in nz
Disguised Speculo





I dunno if we need to make it more complicated than this;

>Death from da skies!: Stormboyz may assault fliers as though they were any other unit. The Stormboyz simply target the base of the flier, and make a dangerous terrain check in order to attempt the charge. In all other regards treat the flier as a Skimmer for the purposes of this assault.

Perhaps to this, add overwatch fire or turret weapon fire (perhaps turrets can overwatch at full BS?) and I guess any flier that can Vector Strike can perhaps do so before the melee is resolved.
   
Made in us
Longtime Dakkanaut





 Dakkamite wrote:
I dunno if we need to make it more complicated than this;

>Death from da skies!: Stormboyz may assault fliers as though they were any other unit. The Stormboyz simply target the base of the flier, and make a dangerous terrain check in order to attempt the charge. In all other regards treat the flier as a Skimmer for the purposes of this assault.

Perhaps to this, add overwatch fire or turret weapon fire (perhaps turrets can overwatch at full BS?) and I guess any flier that can Vector Strike can perhaps do so before the melee is resolved.


Definitely less complicated I agree, just loved the imagery of orks with rocket packs slamming into a flyer trying to get their "rockets" to blow up

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in za
Fixture of Dakka




Temple Prime

I'd also let stormboyz take tankbusta bombz for some added oomph against enemy flyboyz. For a cost per model of course lest we get a vehicle and MC devouring jump assault horde of doom for too cheap.

This message was edited 1 time. Last update was at 2013/06/24 12:35:40


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Yellin' Yoof





New Orleans

 happygolucky wrote:
Make Killa kanz and deff dredds have a 5+ inv save

Give a Deffdredd IWND as well and make if front AV 13.

Give all Ork units 6+ FNP

Also KFF should give all friendly units within 6" the Shrouded rule.

Make Big choppas AP 4 but AP 3 on the charge.

Imo Orks gameplay style are that there the toughest Xeno army out there and they hit hard when they do hit with anything, as well as having mad creations as well. I think Orks need this kind of thing back into the next Ork codex, but that's just my opinion

Also bring Mega derdds into it, the bigger the better and I would rather have big walkers for my army than having an oversized squig tbh but again that's just my opinion.

I agree with all of that, except the bottom possibly. I'd love a bigger Mega Dread as the Ork answer to the Dread Knight and derivatives, however, only if it's actually designed like the Forge World model.

I don't want any more goofy stuff like the Stompa. >_>

 
   
Made in ca
Pewling Menial




Toronto, Canada. My spirit will never die

To those thinking of changing the Ork Deff Dread/Kans.. The problem is not in the Ork codex, but with the rules for walkers and vehicles.


*ponders*
It would be nice if they too could be red.


 
   
Made in us
Yellin' Yoof





New Orleans

Another idea, especially with regards to helping footsloggers, would be to bring in the Dawn of War style "Tellyportas" as an option for Big Meks, so you can deep strike boyz mobs.

 
   
Made in za
Fixture of Dakka




Temple Prime

 Maurepas wrote:
Another idea, especially with regards to helping footsloggers, would be to bring in the Dawn of War style "Tellyportas" as an option for Big Meks, so you can deep strike boyz mobs.

Well, Orkz are described as having some of the best teleporation systems in the galaxy...yes, I like this idea.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
 
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