Hi all,
a couple of friends and I are aiming to play a few games at the weekend and one of my friends wants to run his orks. I've knocked up the following additional rules to give his orks a bit of a boost until the codex arrives. Myself and the other player will be using a variety of armies for the games (Dark eldar, nids, admech, knights, various imperial stuff) so it just seemed a bit fairer to give him some tools to use.
Let me know if you think anything is too far out there.
Additional Ork Rules:
Goths hit ‘ard and are scared of nothin’: If part of a GOTHS battleforged detachment all Ork units can reroll ones to hit in combat during a turn in which they charged and lose one less model to failed moral checks for each GOTHS character within 6”.
Warlord Traits:
Brutal but Kunnin’ – This model can re-roll one failed to-hit or to-wound roll each turn.
Kunnin’ but brutal – This model can re-roll a single failed save each turn.
Relics:
Dead ‘Ard Armour – Model in mega armour only. Reduce the
AP of all weapons that wound the wearer by one.
Gattling Dakka – Replaces a models Shoota or Slugga, has the following profile
Assault 5, S5,
AP:-1, D:2
Da Krumpin’ Claw – Replaces a models power claw, has the following profile
S:x2,
AP:-4, D
6 Subtract 1 from to-hit rolls with this weapon.
Strategems:
Drown ‘em in dakka! – 1CP: Use when an ork unit is making a shooting attack and is suffering a penalty to its to-hit rolls. Reduce all penalties to its to-hit rolls by one.
Gretchin Shield – 2CP: Used when an ork unit is declared as the target of a shooting attack and there is a unit of gretchin within 3”. All hits are resolved against the gretchin unit as long as it has models still alive then the remaining hits are resolved against the original target.
Orky resilience – 2CP: Use when an Ork character suffers a wound, roll a
D6 for that wound and each other wound it takes this phase, on a 5+ that wound is ignored.
Red ones go faster – 1CP: Unit when an ork vehicle moves in the movement phase, it may move an additional
D6” or an additional 6” if it advances.
Smash it up lads - 1CP: Use during a fight phase just after an ork unit consisting of at least 5 models attacked a vehicle or monster in close combat. That vehicle or monster suffers D3 mortal wounds.
Best is bigger – 1CP: Use when an Ork character kills an opponent’s character in the fight phase. That ork charctaer gains +1W, and +1S for the rest of the game (a model can only gain these benefits once per game).