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Ork "get by" rules until the codex drops  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

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, D6 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).

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in ru
Regular Dakkanaut





These mainly buff greentide, as it seems while not adressing main issues of orks.

- Klaw is 5 pts more expensive, but does not have a -1 to Hit (makes trukk squads a bit more punchy on their own)
- Big shoota gets AP-1
- Whenever Gets Hot! triggers on orks, both shooter and target suffer 1 Mortal Wound.
- Gorkanaut, Morkanaut gets BS4+
- Nauts have Ramshackle of 4+. Deff Dreds and Battlewagon have ramshackle 5+. Trukks, koptas, buggies, kanz have ramshackle of 6+.
- Deff Dreds can charge after advancing
- Kanz get +1WS when within 6" of a Deff Dred. Kanz can reroll missed shots of 1 (or reroll to wound of 1 when using skorchas) when the entire squad is firing at the same target. Grotzooka is Assault 2D3.
- `Ard case for Trukk/Wagon additionally improves ramshackle by +1, but halves transport capacity.
- Trukk and Battlewagon have a base WS of 4+; Each melee weapon upgrade grants 3 additional attacks, but those attacks can only be used by that weapon.
- Bikes become a -1 to hit if they've advanced. Additionally they can act normally after falling back from combat.
- Tankbustas ability Tank Hunters works against <VEHICLES> and <MONSTERS>
- Tankhammers inflict 2D3 Mortal Wounds
- Flashgits have a 4+ armor save, Snazzgun is assault 3, range is 24".

Stratagems:
- Vehicle autoexplodes on 2+ for 1 CP
- Flashgits' Snazzguns become Rapid Fire3 until end of turn for 2CP
- Bikers' Dakkaguns change their profile to Pistol 3 for 1 CP
- Ork <Vehicle> can move twice this turn, but it suffers a D3 wounds when doing so for 1 CP.
- Disembark from vehicle after vehicle has moved for 2 CP. When combined with previous stratagem roll a D6 for every disembarking model and on a roll of 1 the model is slain.
   
 
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