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Made in us
Krazed Killa Kan






Been working on refining a Ork homebrew dex in my down time and wanted to put out some of the core concepts I had in mind for the greenskins. This is not a complete rework yet as many ideas are still refining but this is the basis I'm building off of.

* Core Rules *
- Waaagh! At the beginning of the Ork movement phase the Ork Warlord can call a Waaagh!. When called it allows models with the Ere We Go rule to run and charge. Models with the Waaagh! Gunner rule can fire an additional shot with any non one use weapons. The effects of a Waaagh! last until the start of the next Ork turn. If the model calling the Waaagh! has the Big Boss rule then all Ork units in the army become Fearless during the duration of the Waaagh!
- All Orks get 6+ FNP
- Bosspole gives the Boss Special Rule. If the model already has the Boss Special Rule then the Bosspole gives the Stubborn special rule. If the model has the Big Boss special rule then they gain the Stubborn and Fearless special rule.
- Cybork gives a 5+ Invuln Save. If the model is within the effective range of a Kustom Force Field then it gives a 4+ invulnerable save.
- Meaner and Greener is an upgrade for Nobz, or a Big Mek to become T5 but cannot be taken if on a bike. Warboss can take the upgrade to become T6 but again cannot take it if on a bike.
- Mega Armor reduces the maximum Feel No Pain you can take to a 5+.
- Gitfinder gives the unit rerolling 1s to hit when shooting. Model with a Gitfinder can choose to gain +1 BS for the shooting phase but if they do so they cannot charge.
- Ramshackle (On all Ork vehicles): After making any saves for armor penetration against this vehicle make a ramshackle roll for each unsaved glance or penetrating hit. On a 6+ if it was a penetrating hit it becomes a glancing hit, if it was a glancing hit it is counted as being saved instead. Trukks have Ramshackle on a 5+ instead of 6+
- Painboy HQ is renamed to Pain Boss
- All Nobz (Boss Nob upgrades), Flash Gitz, Big Meks, and Pain Boss has 4+ armor and Leadership 8.
- All Boss Nobz (including Flash Git Kaptain), Big Mek, and Pain Boss has the Boss special rule. Warboss has the Big Boss special rule instead.
- Flash Gitz do not all have Boss Poles. Only the Kaptain has a Boss Pole.

There will be a sort of Orkcurion (Currently being refined) which will have a sort of Ork Clan rules. Current idea for the clans are the following but its still very much WIP.
Goffs - Gain Rage and Crusader. Warlord can call an additional Waaagh!
Snakebites - +1 to FNP but it doesn't stack with Dok Tools (still cannot be improved beyond 4+). Warlord gets IWND
Deathskulls - +1 to invulnerable save (6+ invuln if they do not have an invuln save). Cannot be improved beyond a 4+ save. Warlord gets Preferred Enemy
Evil Suns - Can Run, Turbo Boost, or Flat Out and then fire Snap Shots. Passangers inside a transport going Flat Out can fire Snap Shots. Warlord gets Move Through Cover and Skilled Rider.
Blood Axes - Outflanking. Warlord can roll for an additional Strategic, Command, or Tactical Warlord Trait.
Bad Moons - Can add 1 to the number of shots fired when firing any Shoota, Dakka Gun, or Snazzgun but if you do so it prevents you from charging. All models with the Boss or Big Boss Special Rule count as having Master Crafted weapons. Warlord gets all non relic upgrades for free.

*Mob Rule*
Mob Rule: If the entire unit has the Mob Rule special rule then roll on the Mob Rule Table when the unit fails a Morale, Pinning, Fear, or Regroup check.
1 Cowardly Git: Test is failed.
2-4 Bustin Skullz: If the unit has a model with the Boss or Big Boss rule then deal D6 S4 AP- hits to any non character model. The test passes. If there isn’t a model with the Boss rule in the unit then the test fails.
5-6 Born to Fight : The unit passes the test.
7+ Waaagh Frenzy: The unit is driven into a frenzy giving them Fearless and Crusader until the end of the next Ork turn.
Units which contain 10+ models get +1 to the results of the mob rule table. Units that are currently falling back get -2 to the results.

*Odd Boyz*
For every HQ choice in your army you can also take 2 slotless Odd Boyz in your army. Boyz units can exchange one model in the unit for an Oddboy as well. They are characters with the stats of a Ork Boy plus the following.
(30 Points) Painboy – Has Dok Tools which gives +1 to FNP. Cannot be improved beyond 4+ FNP. Dok Tools do not stack. Has a Urty Syringe as well.
(15 Points) Mekboy - Has Mek Tools (5+ repair ability) and can take a Gitfinder for 10 points.
(20 Points) Yeller – +1 to Mob Rule and +1 Weapon Skill to the unit.

*Odd Bosses*
The Pain Boss's Dok Tools gives +2 to FNP and again caps at a max of 4+ FNP.
Big Mek repairs on a 4+.

Some feedback would be appreciated and let me know if you think this is too strong or putting the Orks more in the right direction. I wanted to focus on getting a good set of core rules before fiddling with most of the individual units.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
 
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