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ORK Ogryn mobs like in the good old days. And other old school ORK units.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Incorporating Wet-Blending




U.k

My take on a datasheet for old school style ORK Ogryns. Comments and criticism welcome.

Stats are from AM Ogryns, weapon’s from renegade ones, power levels from AM ones too. Keep it simple with only having the one special rule come with them. No stimms etc or new ones. Don’t play points so not looked at those.

I feel I’ve missed some key words off? But can’t think what. <CLAN> is off on purpose to show the mercenary nature of them so no clan benifits but would use them like freebooterz for detachments. ie you don’t lose clan keyword for them being in detachment.

Apologies if pic breaches copyright rules or such, photoshopped it my self. Will delete if it does.
[Thumb - 98E0D322-3D3E-4E32-AF63-1614B84AC878.png]
Ogryn mob, 40k, ORKS, datasheet

This message was edited 1 time. Last update was at 2019/05/21 17:26:53


 
   
Made in gb
Purposeful Hammerhead Pilot





Cool! Nice little blast from the past. Kudos on the photoshop too!
   
Made in gb
Incorporating Wet-Blending




U.k

Bobug wrote:
Cool! Nice little blast from the past. Kudos on the photoshop too!


Thanks. I’m very old fashioned in my ORKS. Always trying to build the ally I could never afford as a kid.
   
Made in de
Regular Dakkanaut





I would suggest you find a way to differentiate these guys from the BigChoppa Nobs.
   
Made in gb
Incorporating Wet-Blending




U.k

Orkimedez_Atalaya wrote:
I would suggest you find a way to differentiate these guys from the BigChoppa Nobs.


I thought that as I was making the sheet, that they don’t really fill a role ORKS don’t already have covered it more of a nostalgia trip than a tactical issue. Plan to do snotlings and mad boyz next. Already covered boar boyz stuff just need to make nice data sheets for them.


Automatically Appended Next Post:

My ideas for snotlings. They are a bit complicated but 1st edition was. The rules are obviously only for casual ++ play so don’t need to be written super tight.

Again any thoughts welcome. And ideas for PL. unit size of five is because that’s how many bases I have. I know swarms are usual in 3s.


SNOTLINGS.
M. Ws. Bs. S. T. W. A. Ld. Sv
5”. 5+. 7+. 2. 2. 4. 4. 5. 7+

This unit contains 5 Snotling bases. It may contain five additional bases (POWER RATING +?). Each base is armed with Spore mines and Sharp sticks.

Name. Range. Type. Str. Ap. Special rules.
Spores. Melee. Melee. +D6. - Roll one dice for the whole units strength. If a Mines 6 is rolled with unit suffers D3 mortal wounds.


Abilities.

Blind enthusiasm: so keen are snotlings to impress their bigger cousins that they will fight on oblivious of causalities. They never need to take moral checks under and circumstances.

Mimicry: Unless this unit is within 3” of a <CLAN> RUNTHERD it will latch on to the nearest unit of ORKS and copy their actions. It will move and advance when they do in the same direction and declare charges when they do against the same targets. If the unit is removed for any reason or another unit moves closer they will begin to mimic them instead. As they don’t have any ranged weapons, if the ORK unit shoots the snotlings just throw stones and make dakka noises with their sticks in the general direction of the enemy. This obviously has no effect at all. If within 3” of a friendly <CLAN> runtherd then the unit follows the normal rules.

Insignificant: units of SNOTLINGS due not use up any force organisation slots or count towards minimum units in any detachment.


Stratagem. 3CP.

Use this stratagem before a shokk attack gun fires when there is a RUNTHERD and a unit of SNOTLINGS wishing 3” the BIG MEK. instead of firing as normal, remove they unit of snotlings from the battlefield and place them in the shokk attak tunnel. They can immediately, or at the beginning of any of the players subsequent shooting phases, be placed on the table within 9” of any enemy units as reinforcements. For the remainder of the game the snotlings become warp crazed and have to follow the following rules.
- they must advance towards the nearest enemy unit.
- they must charge the nearest enemy unit with in range and can do so even if they advanced.
- When they charge roll 3d6 and add the results together.
- They fight first in the fight phase regardless of any other rules.
- They +2 to hit in the fight phase.
- They must consolidate towards the nearest enemy unit.
- They ignore mortal wounds caused by their spore weapons in close combat.
- If no enemy are with in 12” but a friendly ORK unit is, they will Move towards that unit and if they get within 2” of it the ORK unit may not move shoot of declare a charge until an enemy unit moves within 8” them. At which point the SNOTLINGS will attack it as above. Place the snorting bases in bases to base contact with the ORK unit to represent this

This message was edited 2 times. Last update was at 2019/05/21 17:27:38


 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Nice,
But now you need to do khorne stormboyz and genestealer ork hybrids.
Sorry, but that forum rules man
   
Made in gb
Incorporating Wet-Blending




U.k

Britneyfan12 wrote:
Nice,
But now you need to do khorne stormboyz and genestealer ork hybrids.
Sorry, but that forum rules man


Hadn’t thought about the freebooterz units! Working on a slightly trimmed down madboyz rule set with maybe D6 moods each with D6 behaviours on, but it’s a chore trying to stop them overlapping. I have to think about making the units too. ORK hybrids
   
Made in gb
Incorporating Wet-Blending




U.k

Next up is a Gobsmasha datasheet, made for a lovely (probably recast) epicast Gobsmasha model I got from eBay the other day. Decided to give it a bigger shot kill cannon and a slightly higher speed but otherwise just used the wagon datasheet from CA.

Thoughts welcome. Might drop range to 18” on kannon.
[Thumb - 0D93106C-1B60-43C6-A4D8-6F527C0C7524.png]
Datasheet, 40k, ORK, evil sunz, Gobsmasha, homebrew

   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Im a bit confused regarding the gobsmasha, does it have a big shoota or not?

Furthermore the big red button description, need to be adjusted a bit to fit the gobsmasha.

Comparing it to the gunwagon its a bit underwhelming. The gun is about at powerful but it vehicle isnt as durable. But costs more.

Maybe give it a better melee weapon. Those big-ass wheel seems like they could do some real nasty damage.

Or give it the ability to cause some mortal wounds on a successful charge.


Regarding the madboyz:
The original madboyz tables were fun, but a complete mess.
Maybe you should go for a D66 table. That would give you up to 36 unique behaviours.
And you could easily have some behaviors be the same for several numbers.

11-12: duh?: unit may not move, charge, shoot, or fight foe this turn. But automatically pass any morale tests.

13: kultural konfusion, gof: unit looses old <klan> and gain gof klan instead, and they gain the klan benefit as well, even if the rest of their detachment is from another klan.
14: same with bad moon
15 etc
...



This message was edited 1 time. Last update was at 2019/05/29 20:02:13


 
   
Made in gb
Incorporating Wet-Blending




U.k

Yeah, missed that on the wargear front. Needs to read has the gobsmaha gun not big shoota. And will look at big red button too. Noted about the big wheels. D66 table could be good. So many of the original results on the tables sounded fun but did nothing or overlapped with other results. I’m wading through them and picking two or three from each mood that could be translated into 8th easy enough. Want them to still have the potential to be lethal if you are lucky or a right pain in the arse if not.

What would you think as a fair power level for gobsmasha, 9?

I’ll post a sample list of mad mob moods and I like the cultural mix ups, any help/advice welcome.
   
 
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