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![[Post New]](/s/i/i.gif) 2013/08/18 14:14:34
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Why Thank you What did you 2 think of my transformation of Snikrot, Badrukk, and Zagstruk to normal HQs? Are they priced well for they're power? Are they TOO powerful? And I love to hear opinion on my creation of the Arch Arsonist of Charadon! And what of the heroes weapon skill? I find it silly that Ghazzy, the most powerful ork known to us, is no better in close combat than a Company Master with a Power Fist Also I was considering making the warboss upgrades Warlord traits Finally are the Flash gitz useful now? with the Edits that were made?
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This message was edited 1 time. Last update was at 2013/08/18 14:24:37
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![[Post New]](/s/i/i.gif) 2013/08/18 15:02:26
Subject: Codex - Orks 2.0
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Been Around the Block
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If meganobz don't gain the 5++ invuln like a termi , option for mekboy (pain boy equivalent)
Prefer Snikrot, Baadrukk & Zags to remain unit upgrades. But if they do become HQs..... make them 1/4 like daemon heralds.
Snikrot should have special rule to assault out of reserve.
Weird boys in an elite slot 1-3 & can join units like wolf guard would be sweet.
Boys mobz should be able to join if under the max # and retreating units could regroup if passing within x" of another unit.
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This message was edited 1 time. Last update was at 2013/08/18 15:03:42
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![[Post New]](/s/i/i.gif) 2013/08/18 15:05:59
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Overlord Thraka wrote:Why Thank you
What did you 2 think of my transformation of Snikrot, Badrukk, and Zagstruk to normal HQs? Are they priced well for they're power? Are they TOO powerful?
And I love to hear opinion on my creation of the Arch Arsonist of Charadon!
And what of the heroes weapon skill? I find it silly that Ghazzy, the most powerful ork known to us, is no better in close combat than a Company Master with a Power Fist
Also I was considering making the warboss upgrades Warlord traits
Finally are the Flash gitz useful now? with the Edits that were made?
I think Gazghkull should not only get a higher WS, but also monstrous creature statlines, he's as big as a carnifex, S5 and T5 do not cut it.
As for your stats, they look pretty balanced considering the other characters that populate the herohammer scene.
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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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![[Post New]](/s/i/i.gif) 2013/08/19 05:51:12
Subject: Codex - Orks 2.0
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Disguised Speculo
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"Follow me Lads!"
Any Ork boss worth following leads from the front, spurring the boyz under his command to greater feats of krumpin'. If a character or independent character is attached to a unit they may make a leadership test (alternatively a toughness test) to allow the unit to both run and charge in the same turn. They must end the run movement as the closest model in the mob to the enemy they intend to assault in the coming movement phase.
We could also add a rule where several characters who attempt this in the same turn end up fighting each other
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This message was edited 1 time. Last update was at 2013/08/19 05:59:11
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![[Post New]](/s/i/i.gif) 2013/08/19 08:56:29
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:"Follow me Lads!"
Any Ork boss worth following leads from the front, spurring the boyz under his command to greater feats of krumpin'. If a character or independent character is attached to a unit they may make a leadership test (alternatively a toughness test) to allow the unit to both run and charge in the same turn. They must end the run movement as the closest model in the mob to the enemy they intend to assault in the coming movement phase.
We could also add a rule where several characters who attempt this in the same turn end up fighting each other
I like this, being able to run and assault actually helps out the Orks get into chopping range a lot, and as this edition doesn't seem to like allowing you have anything be certain, a leadership on a mob rule's LD10 seems like a good compromise.
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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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![[Post New]](/s/i/i.gif) 2013/08/19 20:44:32
Subject: Codex - Orks 2.0
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Disguised Speculo
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I hadn't even thought of Mob Rule.
Another thing I'd like to see (sure I've mentioned this already) is klan markings. They'd work like Chaos, though you'd probably have to purchase one for each unit. If your warlord and 50% of the units in your army are the same klan you can choose to make your army a klan army of that affiliation. If you do so, certain restrictions come into play and models with the associated klan affiliation get bonuses.
For instance
-Evil Sunz [Red]: Any Evil Sunz vehicle has RPJ (inc. in klan cost)
-Evil Sunz Klan: If your army is an Evil Sunz klan, your vehicles may also fire snap shots after turbo boosting and recieve the stealth USR. You may not take any walkers, big guns, or non-transported infantry in an Evil Sunz force.
-Bad Moonz [Yellow]: Bad Moonz add +1 S to all weapons, but gain the Gets Hot! special rule (lol)
-Bad Moonz Klan: Gain +1 to armour and +6" range on all weapons.
Those are some examples of what I mean, though I haven't attempted to balance them at all.
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![[Post New]](/s/i/i.gif) 2013/08/19 20:55:50
Subject: Codex - Orks 2.0
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Dakkamite wrote:I hadn't even thought of Mob Rule.
Another thing I'd like to see (sure I've mentioned this already) is klan markings. They'd work like Chaos, though you'd probably have to purchase one for each unit. If your warlord and 50% of the units in your army are the same klan you can choose to make your army a klan army of that affiliation. If you do so, certain restrictions come into play and models with the associated klan affiliation get bonuses.
For instance
-Evil Sunz [Red]: Any Evil Sunz vehicle has RPJ (inc. in klan cost)
-Evil Sunz Klan: If your army is an Evil Sunz klan, your vehicles may also fire snap shots after turbo boosting and recieve the stealth USR. You may not take any walkers, big guns, or non-transported infantry in an Evil Sunz force.
-Bad Moonz [Yellow]: Bad Moonz add +1 S to all weapons, but gain the Gets Hot! special rule ( lol)
-Bad Moonz Klan: Gain +1 to armour and +6" range on all weapons.
Those are some examples of what I mean, though I haven't attempted to balance them at all.
Brb my badmoon shootas greentide gonna go kill em self
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Waagh like a bawz
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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)
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![[Post New]](/s/i/i.gif) 2013/08/19 21:17:22
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I hadn't even thought of Mob Rule.
Another thing I'd like to see (sure I've mentioned this already) is klan markings. They'd work like Chaos, though you'd probably have to purchase one for each unit. If your warlord and 50% of the units in your army are the same klan you can choose to make your army a klan army of that affiliation. If you do so, certain restrictions come into play and models with the associated klan affiliation get bonuses.
For instance
-Evil Sunz [Red]: Any Evil Sunz vehicle has RPJ (inc. in klan cost)
-Evil Sunz Klan: If your army is an Evil Sunz klan, your vehicles may also fire snap shots after turbo boosting and recieve the stealth USR. You may not take any walkers, big guns, or non-transported infantry in an Evil Sunz force.
-Bad Moonz [Yellow]: Bad Moonz add +1 S to all weapons, but gain the Gets Hot! special rule ( lol)
-Bad Moonz Klan: Gain +1 to armour and +6" range on all weapons.
Those are some examples of what I mean, though I haven't attempted to balance them at all.
Bad moonz 'ard shootaz may just win a shooting war against Tau fire warriors. That's pretty impressive.
Now I really want to see how our book is going to stack up against the seeming pile of absurdity that is the new space marines book, although luckily due to our generally poor armor saves we won't have to worry too much about Graviton guns.
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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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![[Post New]](/s/i/i.gif) 2013/08/19 21:19:31
Subject: Codex - Orks 2.0
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Disguised Speculo
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Until we get our new codex, we could run those new BS super terminators as MANz
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![[Post New]](/s/i/i.gif) 2013/08/19 21:43:20
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:Until we get our new codex, we could run those new BS super terminators as MANz
Beakiez in Beakiez.
Even the Mekboyz thought it was a dumb idea.
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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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![[Post New]](/s/i/i.gif) 2013/08/20 16:52:47
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Powered Choppa. Up grade for Boyz Nobz, Nobz, Big Meks and Warbosses. +15 points counts a power sword?
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![[Post New]](/s/i/i.gif) 2013/08/20 21:13:51
Subject: Codex - Orks 2.0
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Disguised Speculo
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I kind of like not having power weapons. Orks are inefficient like that - instead of a handful of powered attacks they throw a bucket of regular ones or a bunch of overkill in the form of power fists.
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![[Post New]](/s/i/i.gif) 2013/08/20 21:59:08
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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That being said I think big choppas could do with the mace, axe, and sword division.
Big axe: +3S, AP4 I1
Big sword: +2S AP5
Big 'amma: +4S AP6
+4S at initiative may just be worth taking over power klawz if they're cheap enough.
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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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![[Post New]](/s/i/i.gif) 2013/08/20 22:49:34
Subject: Codex - Orks 2.0
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Disguised Speculo
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I quite like the hammer idea. Double strength like a PK but bugger all AP and no Unwieldly penalty. Although we've already got the Tankhammer which is pretty much the same thing.
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![[Post New]](/s/i/i.gif) 2013/08/21 10:52:17
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I quite like the hammer idea. Double strength like a PK but bugger all AP and no Unwieldly penalty. Although we've already got the Tankhammer which is pretty much the same thing.
Doesn't the Tankhammer have AP2?
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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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![[Post New]](/s/i/i.gif) 2013/08/21 19:45:18
Subject: Codex - Orks 2.0
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Disguised Speculo
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I thought it was AP -, don't have my codex on me to check but if its AP2 its pretty neat
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![[Post New]](/s/i/i.gif) 2013/08/26 07:54:10
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I thought it was AP -, don't have my codex on me to check but if its AP2 its pretty neat
Too bad Tankbustaz are so hard to keep a handle on.
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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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![[Post New]](/s/i/i.gif) 2013/09/07 18:23:48
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Working on improving/creating the Ork heroes.
You'll soon have your MC Ghazzy!
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![[Post New]](/s/i/i.gif) 2013/09/08 06:32:59
Subject: Codex - Orks 2.0
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Disguised Speculo
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Yeah TBs are AP -
Would be keen to see those Ork heroes. Been meaning to take a crack at them myself after seeing that Tuska da Daemon Killa thread
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![[Post New]](/s/i/i.gif) 2013/09/08 06:55:22
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:Yeah TBs are AP -
Would be keen to see those Ork heroes. Been meaning to take a crack at them myself after seeing that Tuska da Daemon Killa thread
Maybe I was thinking of those Forgeworld Superheavies that also have a Tankhamma.
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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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![[Post New]](/s/i/i.gif) 2013/09/09 00:54:19
Subject: Re:Codex - Orks 2.0
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Fresh-Faced New User
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How about making flash gitz better like this?
Snazzgun: 24", S5, AP3, Assault 2, Twin-linked
Whenever Flash Gitz fire their weapons, roll a D6 and apply the results before shooting:
1= Assault 3
2= +1 Str
3= Rending
4= Precision shots
5= Poisoned 2+
6= Haywire
Ok, that list definitely needs some work, but you get the idea...
Then Badrukk could have a special ability that lets your roll 2d6 or 3d6... or maybe just choose which one you want.
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![[Post New]](/s/i/i.gif) 2013/09/10 10:45:18
Subject: Codex - Orks 2.0
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Nasty Nob
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I've been thinking that a random table for kustom weapons might be fun too, although in my mind I pictured it being applied to a few different units: Flash Gitz would get dakkagunz or kombi-shootas with a roll on the chart, lootas would get super shootas with a roll, meks with big shootas would get a roll. Characters could get a roll on the chart for their shootas or sluggas for five points or so. Dakkajets could upgrade their guns for twenty points.
Roll a dice for each unit with this rule before deployment and apply the effects for the rest of the game.
1 - Bigshotz: all shots have +1 S.
2 - Skattashotz: twice as many shots, but -1 S.
3 - Hotshotz: all shots have the blind and melta rules.
4 - Longshotz: all shots gain rending and +12" range.
5 - Sharpshotz: all shots have the shred special rule.
6 - Potshotz: roll on this chart at the start of each shooting phase. On the roll of a 6, apply all the above effects, but also gain the 'Get's Hot' rule. Automatically Appended Next Post: A few more random ideas:
Cybork bodies could give +1 T or +1 W instead of an invulnerable save.
Kannon shell types could be renamed, slightly improved and maybe charge a little extra for the 'frag' option. Lobbas could be given a 'flakk' equivalent upgrade.
Shokk Attack Gun, Zzapp Gun and Kustom Mega Blasta could have new rules: I'm thinking something along the lines of roll 2d6 - highest result is S, lowest is AP - SAG gets large blast and Haywire, Zzapp Gun gets armourbane, KMB gets melta. Rolling doubles on the dice could cause some special result, like the current SAG.
Attack squigs should make a separate attack: I think one attack at Initiative step 5 would be good, with S 4, AP - and Concussive (representing the squig latching on to the enemy and distracting them, so the boss has a chance to get a hit n first). Squighounds can probably just use the same rules as attack squigs. Automatically Appended Next Post: Current rumours have orks building up 'waaagh points' for doing various orky things. If I was writing the book, here's how I'd do it (obviously a very rough draft):
Ork can have a Waaagh special rule. Different units have slightly different Waaagh rules, with their particular type noted in brackets.
Waaagh (Speed Freeks): units with this rule generate a Waaagh point every time they Turbo Boost or move Flat Out. You may spend a waaagh point to allow them to move an additional D6" in their movement phase.
Waaagh (Dakka Maniaks): units with this rule generate a Waaagh point every time they cause a unit to fail a morale test or be destroyed with their shooting attacks. You may spend a waaagh point in the shooting phase to allow them to make a second shooting attack, but all shots from that attack are resolved as snap shots.
Waaagh (Psyko Smashas): units with this rule generate a Waaagh point every time they successfully charge an enemy unit. You may spend a waaagh point in the assault phase to give them +1 attack per model.
Waaagh (Kompulsiv Skavengers): units with this rule generate a Waaagh point every time a vehicle (friendly or enemy) is wrecked or otherwise destroyed within 12". You may spend a waaagh point to have them grant It Will Not Die to any friendly vehicle unit within 12".
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This message was edited 2 times. Last update was at 2013/09/10 11:27:23
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![[Post New]](/s/i/i.gif) 2013/09/10 17:08:38
Subject: Codex - Orks 2.0
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Disguised Speculo
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I don't see a single point there that I don't agree with. The WAAAGH points in particular sounds like it will be a blast, a bit like the SoB really
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![[Post New]](/s/i/i.gif) 2013/09/10 19:00:59
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I don't see a single point there that I don't agree with. The WAAAGH points in particular sounds like it will be a blast, a bit like the SoB really
I'm thinking of the big kit being a monstrous creature warboss for the really big bosses who can throttle carnifexes and the like. It'd be a nice break from the flood of walkers and really should be walkers but are monstrous creatures because feth logic, we see.
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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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![[Post New]](/s/i/i.gif) 2013/09/12 22:16:51
Subject: Re:Codex - Orks 2.0
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Fresh-Faced New User
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Nobz w/ bosspoles for Lootas, Koptas, and whatever else I might've missed. Losing a squad of Koptas after one casualty is just not acceptable.
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![[Post New]](/s/i/i.gif) 2013/09/21 20:42:44
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Ok here we go. Because I'm bored I decided to entirely re-write the ork codex, Or at least the Army list stuff. (part 1) Ghazzy, Kaptin Badrukk Wazdakka Old Zogwort Moar to follow
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This message was edited 20 times. Last update was at 2013/09/23 16:04:18
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![[Post New]](/s/i/i.gif) 2013/09/22 10:06:32
Subject: Codex - Orks 2.0
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Disguised Speculo
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I know that I personally would rather see Wazdakka made cheaper and weaker because the massive Wazdakka tax is one of the reasons Biker lists aren't that great.
The Blur Boyz are also pretty meh due to the Big Choppas
I like the Mad Boyz though and Zogwart getting a Force Weapon seems like a no-brainer
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![[Post New]](/s/i/i.gif) 2013/09/22 11:41:25
Subject: Codex - Orks 2.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Kain wrote: Dakkamite wrote:I don't see a single point there that I don't agree with. The WAAAGH points in particular sounds like it will be a blast, a bit like the SoB really I'm thinking of the big kit being a monstrous creature warboss for the really big bosses who can throttle carnifexes and the like. It'd be a nice break from the flood of walkers and really should be walkers but are monstrous creatures because feth logic, we see. It could be a Mega-Mega Dredd with interchangeable option for a two handed Chainsaw or a very oversized minigun called a DakkaDakkaDakkaDakka 4000 blasta? I just really like the thought of a Trygon being roundhouse kicked to the floor then being cut in half by an oversized chainsaw, then a really deep vice bellowing out "Here's Johnny" as he turns towards his next victim
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This message was edited 1 time. Last update was at 2013/09/22 12:22:57
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/22 13:33:02
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Dakkamite wrote:I know that I personally would rather see Wazdakka made cheaper and weaker because the massive Wazdakka tax is one of the reasons Biker lists aren't that great. The Blur Boyz are also pretty meh due to the Big Choppas I like the Mad Boyz though and Zogwart getting a Force Weapon seems like a no-brainer I personally thought he should be stronger, and the big choppas have a profile. STR + 2 AP 4 Melee, Two handed. I thought madboys needed to be in the game and with the fact that all those weird boyz carry staffs I though they should do something Perhaps a weaker wazdakka with the same biker are troops power can come from that gore-wheels warboss, his name currently escapes me. Grotsnik Boss Snikrot Tuska Daemon Killa Nazdreg Boss Zagstruk
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This message was edited 11 times. Last update was at 2013/09/23 17:00:15
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![[Post New]](/s/i/i.gif) 2013/09/23 20:48:24
Subject: Re:Codex - Orks 2.0
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Dusty Skeleton
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Does anyone else think Orks should have "Counter Attack" special rule. Subject to a (Leadership test)
As they would never just sit their and take a charge, they would almost certainly try and beat the enemy to the first punch.
And WAAAGH's would be good if they conferred a rule such as "rage" or "hatred" or "preferred enemy x" for the duration of the player and opponents turn. As well as the fleet rule, but the WAAGH certainly needs a buff, I never even use it most of the time.
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