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Made in us
Mutilatin' Mad Dok





What you thought i was gonna stop with the Ork-Curiuon? This will be a collection of all of my Ork homebrew, as its now scattered over half a dozen threads, the two big ones being, My Ork Errata and my Ork-Curion. Im not gonna repost everything from the Ork-Curion thread, but i will re-post all of the original stuff from my Errata page.

Now, my homebrew will be divided into 4 categories: Wargear, Characters, Units, and Formations. Units and Characters will be given slots as necessary.

Wargear

Spoiler:

Weapons

Melee Weapons
Shokk Hammer-15 points, Str +2 AP Special, Two Handed, Melee, Shokk

Shokk: this weapon is AP 4 or it reduces the opponents Armor Save to 4+.
Example: When attacking a Black Templar Crusader Squad, your Shokk Hammer Nob scores 3 wounds. The first is against a Neophyte, whose Carapace armor is ignored, and so he is removed as a casualty. The other two are against an Initiate in Power Armor, so his Armor Save is reduced to a 4+ and he saves as per normal.

Ranged Weapons

Pulsa Weapons

Pulsa Blasta 24" S 8 AP 2, Assault 1, Lance
Pulsa Kannon 36" S 8 AP 2, Heavy 1, Lance

Tankbustas may swap their Rokkit Launchas for Pulsa Blastas for 10 ppm

Mek Guns may upgrade their Kannons to Pulsa Kannons for 23 ppm


Painboss
May Substitute his 'Urty Syringe for a Sergikal Saw for 5 points

Sergikal Saw: S: User AP 3 Melee

Big Mek
May Substitute his Slugga for a Telly Porta Pack for 30 points

A Big Mek with Mega Nob Armor may take one of the following, Add Tellyporta Pak 30 points

Tellyporta Pak- Grants the model and any attached unit the Deep Strike Rule.

Flash Gitz
Mega Flash Armor: Model gains a 2+ Armor save a 5+ Invulnerable save and the Slow and Purposeful and Bulky special rules for 20/ppm

Deff Dredds and Killa Kans
Mega Rocket: 15/ppm

Mega Rockets
:The unit gains the Jump unit type as described in Warhammer 40k: The Rules. A unit made up of exclusively of units equipped with Mega Rockets can choose to use them to run 2d6" in the shooting phase instead of the normal 1d6", even if the unit used them in the Movement Phase. If it does so, every model in the unit must make a Dangerous Terrain test. Furthermore, if a unit equipped with Mega Rockets uses its Mega Rockets to charge causes d3 Hammer of Wrath hits instead of 1. If the unit already caused D3 Hammer of Wrath hits, such as a Deff Dredd in the Dread Mob Formation, it causes D3+2 Hammer of Wrath hits instead.



Characters

Spoiler:

Grimmor Skragga 225 pts
WS 5 BS 2 S 6 T 5 W 4 I 5 A 5 Ld 9 Sv 4+

Wargear:
Shoota/Rokkit Kombi Weapon
‘eavy armor
Grot Wingman
Stikkbombz
Gulsnik Blade

Special Rules:
Independent Character
Furious Charge
Mob Rule
'Ere We Go
Waaaagh!
Grot Waaaaagh!
Da Cybork
Footsloggin’


Da Cybork: Grimmor has had a fair amount of his body replaced with metal, as he has a tendency to be where Artillery is landing, this grants him a 4+ Invulnerable save and It Will Not Die

Grot Waaaaagh!: All Grots in an army with Grimmor gain Zealot when they have more than 15 models in a unit and replace their Grot Blasta’s with Autoguns with the following profile:
Autogun range:12” Strength:3 AP:- Assault 2

Grot Wingman: Grimmor’s Grot Wingman Mag grants him an extra attack (the extra attack is already included in his profile) and makes all of Grimmors shooting attacks Twin-Linked

Gulsnik Blade: Gulsnik Blade: Gullsnik Blade Strength: +1 AP:4 Red Weapon, Dead Killy.
Red Weapon:This weapon gives its wielder +1 Initiative.
Dead Killy: This weapon reduces an armor value that is better than 4+ to 4+. Note that is does not then allow Grimmor to ignore it
Note that the stat bonuses are already included in Grimmor's profile

Footsloggin: Grimmor detests riding in a vehicle, says its Un-Orky. Grimmor cannot ride in a transport unless a mission specifies otherwise.




Goron the Iron Ork 190 pts
WS 5 BS 2 S 5 T 5 W 4 I 4 A 4 Ld 9 Sv +3

Wargear
Hell-Beast
Shoota
Wrath of Mork
Iron Hide

Special Rules
Furious Charge
Mob Rule
Waaaagh!
'Ere We Go
Scout
Move Through Cover
Da Black Rider
Lord of the Wastes

Hell-Beast: The Hell-Beast changes Gorons type to Cavalry and adds +1 Wound (this is already in his profile)

Wrath of Mork: Wrath of Mork is a Power Sword.

Iron Hide: Goron is more metal than Ork, his Save is Invulnerable

Da Black Rider: Wild Riders are treated as a troops choice.

Lord of the Wastes: Goron and his unit may assault the same turn they come in from Outflank.



Captain Snazzdak 150 pts

WS 5 BS 3 S 4 T 5 W 3 I 4 A 3 Ld 9 Sv 2+

Wargear
Da Blitzbanga
MegaFlash Armor
Stikkbombz
Da True Gitfinda

Special Rules
Independent Character
Furious Charge
'Ere We Go
Me Rum!!!


Da Blitzbanga is a Snazzgun with the following profile: Range 24" Str 6 AP 1d6-1 Assault 3

Da True Gitfinda: Da Tru Gitfinda grants Snazzdak and any other models in his units with Gitfindas Ignores Cover, however they cannot benefit from the +1 BS when using Da True Gitfinda.

MegaFlash Armor: MegaFlash armor is a lot like MegaNob armor, except it doesnt have a Power Klaw built into it. A unit in MegaFlash armor gains a 2+ Armor save, a 5+ Invuln Save, and the Bulky and Slow and Purposeful rules.

Me Rum!!!: Snazzdak is convinced someone stole his Rum. At the beginning of the game, select one of you opponents units, Snazzdak and his unit gain Preferred Enemy when attacking that unit, also if they destroy that unit Snazzdak's controlling player gets 1 VP.


Bad Dok Gorkul 180 pts (Unique)
WS 5 BS 2 S 4 T 4 W 3 I 3 A 4 Ld 9 Sv 4+

Wargear
Dok’s Tools
Urty Syringe
Two Skorchas (counts as Twinlinked)
‘ard boy armor

Special Rules
Independent Character
Furious Charge
Mob Rule
Ere We go
Waaaagh!
Fightin Juice
Da Big Bad Dok
Get back in Dere!!

Da Big Bad Dok: Any unit in an army with Gorkul may purchase cybork body at +5 points/model.

Fightin Juice: All units in the army with Furious Charge gain +1 Initiative on the turn they charge,

Get back in Dere!!: Instead of firing his weapon in the shooting phase Gorkul may choose to have his unit test Toughness, if they succeed the unit gains back D3 wounds which will add that many wounds to the unit which will return that many models, to bring back a new model all wounds must be restored on the previous one, so no bringing back 3 nobs with a single wound each. If the test is failed however, the unit suffers D3 wounds with no saves allowed and the Feel No Pain generated by Gorkull may not be used until that players next turn. This ability does not work on Independent Characters.

Big Mek Ironteef 170pts (Unique)
WS 4 BS 2 S 4 T 5 W 3 I 3 A 3 Ld 9 Sv 4+

Wargear
Mek’s Tools
Burna Squig
Zzzappa Stick
‘eavy armor
Cybork body

Special Rules
Independant Character
Furious Charge
Waaagh!
Mob Rule
Bomma Grots

Burna Squig: The Burna Squig functions as a Burna


Zzzappa Stick: The Zzzappa Stick functions as a Kustom Force Field. Big Mek Ironteef may forfeit the cover save generated by the Zzzappa Stick to instead make a shooting attack with it with a range of 24”, the Force Field reactivates at the beginning of the players next turn. When Ironteef makes an attack with the Zzzappa the player rolls 2d6 and consults the chart.

Double 1’s The shot fails and the Zzzappa Stick doesn’t function next turn.

3-6 Str D3+1 Ap- Assault 1

7-9 Str 2D3 Ap D3+3 Assault 2

10-11 Str 2D6 Ap D3+2 Assault 1 Small Blast

Double 6’s Str 2D6 Ap D6 Assault 3 Small Blast

If a result higher than 10 is rolled on the Strength another shot is fired

Bomma Grots: Grots replace It's a Grots Life with Mob Rule, and Grot Attack Mobs may buy stikkbombz for +3 points per model, also for each 10 grots over 10, they may have another grot throw a grenade in the shooting phase, if double ones are rolled on the scatter, the template is placed over the grot that threw it and the attack is resolved normally. EX a squad of 20 grots may have two grots throw a grenade in the shooting phase, but if the squad drops below 20 they may only throw one


Units
Spoiler:


Wildriders are to the Snakebites what Warbikers are to everyone else, they are scouts and vanguard units. Mounted atop the most hostile creatures the Snakebites can wranlge, known universally as Hell-Beasts Wildriders charge in to the enemy lines firing their Shootas and holding on for dear life. Often times the rider is shot off the beast, this doesnt stop the foul tempered creature from ripping apart whoever it was charging.

Wildriders (Cavalry) 75 points

5 Wildriders

Wildriders WS 4 BS 2 S3 T4 W2 I2 A2 L7 Sv 4+
Wildrider Boss Nob WS 4 BS 2 S4 T4 W3 I3 A3 L7 Sv 4+

Special Rules
Furious Charge
'ere We Go
Mob Rule
Scout
Move Through Cover


Wargear
'eavy Armor
Slugga
Choppa
Stikkbombs
Hell-Beast (+1 Wound)

Options:
May include up to 10 additional Wildriders at 15 points/model
All models in the Unit may have Thuddbombs for +1 point/model
All models in the Unit may exchange their Sluggas and Choppas for a Shoota for free
One Wildrider may be upgraded to a Boss Nob for 10 points
The Boss Nob may take items from the Melee Weapons list
The Boss Nob may take a Bosspole for 5 points.

Thuddbombs: See Krak Grenades in the Warhammer 40,000 Main Rulebook.


Nob Wildriders (cavalry) 75 points

3 Nob Wildriders

Wildrider Nob WS 4 BS 2 S4 T4 W3 I3 A3 L7 Sv 4+

Special Rules
Furious Charge
'ere We Go
Mob Rule
Move Through Cover

Wargear
'eavy Armor
Slugga
Choppa
Stikkbombs
Hell-Beast (+1 Wound)

Options:
May include up to 7 additional Nob Wildriders at 25 points/model
All models in the Unit may take 'unting Lances for 15 points per model
All models in the Unit may exchange their Sluggas and Choppas for a Shoota for free
One model may be upgraded to a Wildrider Painboy for an extra 15 points

'unting Lance S User AP 4 Melee, Smash'em
Smash'em: Units equipped with weapons with this special rule cause D3 Hammer of Wrath attacks at S 5 AP -


Grotissar (replaces Runtherds)

WS 2 BS 3 S 2 T 3 W 1 I 2 A 2 LD 7 Sv -
Wargear:
Slugg-chucka
Fancy Hat

Rules:
I'm Scarier Den Dem!!

Slug-Chucka Ranged 18" S 3 AP- Assault 2
Fancy Hat: This item does nothing, other than making the Grotissar stick out.

I'm Scarier Den Dem!!: When a Gretchin squad containing a Grotissar fails a Morale check, the unit takes a wound with no saves of any kind allowed. They are then treated as having past the test.

Heavy Support

Squiggoth (Monstrous Creature)-100 points
WS 3 BS 2 S 6 T 6 W 4 I 1 A 3 Ld 7 Sv 5+

1 Squiggoth

Special Rules
Pack Beast
Feel No Pain (5+)

Wargear
Howdah Mounted Kannon

Options

May include up to 2 more Squiggoths for 100 points each
May swap the Kannon for a Lobba-Free
May Swap the Kannon for a Zzzap gun- 5 points

Pack Beast: A Squiggoth is Fearless as long as a unit with the Orks Faction is within 3"

Transport Capacity: A Squiggoth can transport up to 10 models. It is treated as an Open Topped vehicle for transport purposes.


Big Squiggoth (Monstrous Creature) 175
WS 3 BS 2 S 8 T 7 W 6 I 1 A 3 Ld 7 Sv 4+

1 Big Squiggoth

Special Rules
Pack Beast
Feel No Pain 5+
Mad Beast

Wargear
Howdah Mounted Kannon
2 Twin Linked Big Shootas
Tusks

Pack Beast: A Big Squiggoth is Fearless as long as a unit with the Orks Faction is within 3"
Mad Beast: A Big Squiggoth generates D3 Hammer of Wrath hits. Furthermore upon losing its first wound it gains Rampage
Tusks: A unit equipped with Tusks gains +2 attacks when charging instead of 1

Options:
May swap the Kannon for a Lobba-Free
May Swap the Kannon for a Zzzap gun- 5 points
May Swap either of the Twin Linked Big Shootas for Twin Linked Rokkit Launchas-Free
Snakebite Combat Drugs 15 points

Transport Capacity: A Big Squiggoth can transport up to 20 models. It is treated as an Open Topped vehicle for transport purposes.

Lords of War

Gargantuan Squiggoth (Gargantuan Creature)-400 points
WS 3 BS 2 S 10 T 8 W 8 I 1 A 5 Ld 7 Sv 4+

Special Rules
Fearless
War Beast
Walking Effigy

Wargear
2 Howdah Mounted Kill-Kannons
4 Pintle Mounted Twin-Linked Shootas (must be fired by transported models)
Huge Tusks

War Beast: A Gargantuan Squiggoth causes D3+2 Hammer of Wrath hits. Furthermore upon losing its first wound it gains Rampage
Walking Effigy: Units with the Ork Faction within 6" of a Gargantuan Squiggoth are Fearless
Huge Tusks: A unit equipped with Tusks gains +2 attacks when charging instead of 1 and their Hammer of Wrath attacks gain Shred.

Options
May swap out either of the Kill-Kannons for Supa Gattlers- 15 points
May Swap out either of the Kill-Kannons for Deff Cannons- 30 Points
May Swap out any of the Pintle Mounted Twin-Linked Big Shootas for Pintle Mounted Twin Linked Rokkit Launchas-free
May Take Grot Gunners for 20 points
May take Snakebite Combat Drugs for 15 points

Transport Capacity: A Gargantuan Squiggoth can transport up to 30 models. It is treated as an Open Topped vehicle for transport purposes.

Grot Gunners: Increase the units BS to 3, furthermore the unit may fire its Pintle Mounted Weapons without passengers.
Snakebite Combat Drugs: A unit with this upgrade must roll on the following chart after deployment but before the first turn begins.

D6 Result
1 A Potent mixture of Stimulants ravages the Squiggoth, but only serves to enrage it. The Squiggoth begins the game having already lost a wound. This result can only be applied once per Squiggoth
2 The Squiggoth gains Fleet
3 The Squiggoth may re roll its dice to determine is random number of attacks from Rampage and for its Hammer of Wrath.
4 Gains Preferred Enemy (Infantry)
5 The Squiggoth increases its FnP roll to a 4+
6 Roll Twice on the chart applying both results and rerolling duplicate results and further results of 6


Formations
Spoiler:
Coming Soon!!!




Automatically Appended Next Post:
Ok added 3 new Squiggoths, the only one im not feelingsuper confident about is the Gargantuan and thats mostly a pricing thing.

This message was edited 12 times. Last update was at 2016/03/25 12:56:36


Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in us
Mutilatin' Mad Dok





Pulsa Weapons

Pulsa Blasta 24" S 8 AP 2, Assault 1, Lance
Pulsa Kannon 36" S 8 AP 2, Heavy 1, Lance

Tankbustas may swap their Rokkit Launchas for Pulsa Blastas for 10 ppm

Mek Guns may upgrade their Kannons to Pulsa Kannons for 23 ppm

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in us
Screamin' Stormboy




I-D-A-H-O

I think this looks great, keep going, man.

Esq. 
   
Made in us
Bonkers Buggy Driver with Rockets






I th hunk the pricing for all the squigs is too much. Heck, the original IA big squigoth had similar stats as your squigoth and it was 50pts.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Mutilatin' Mad Dok





geargutz wrote:
I th hunk the pricing for all the squigs is too much. Heck, the original IA big squigoth had similar stats as your squigoth and it was 50pts.


True, but mine comes with the gun stock, will almost always be Fearless and has FnP, i figured all that was worth 50 points. Not to mention MCs have gotten quite a bit better since then.

The one im most concerned with, pricing wise, is the Gargantuan one, as its hard to determine good pricing for GMCs

This message was edited 1 time. Last update was at 2016/03/25 12:57:56


Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in us
Bonkers Buggy Driver with Rockets






 Grimmor wrote:
geargutz wrote:
I th hunk the pricing for all the squigs is too much. Heck, the original IA big squigoth had similar stats as your squigoth and it was 50pts.


True, but mine comes with the gun stock, will almost always be Fearless and has FnP, i figured all that was worth 50 points. Not to mention MCs have gotten quite a bit better since then.

The one im most concerned with, pricing wise, is the Gargantuan one, as its hard to determine good pricing for GMCs

Well, fearless for the squigoth isn't an actualy fearless, it requires you to have boyz nearby to work....and a bs2 lobba/Kanno isn't that expensive.
I hate to make comparisons, but a kastelan costs 120, and is vastly better then your squigoth. I would stick with 50 or 60 for what it is. T6 5up save is not going to make this Mc survivable, even if he has 4wounds. The ability to transport is a bonus, but it's speed is a nerf to realy be an effective ork transport. I suggest 50 to 60. Makes its roughly the same cost of the expensive killa kan, at least the squigoth would be worth the points.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
 
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