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		<title><![CDATA[Latest posts for the thread "Working on Orks..."]]></title>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Tentatively, at least. Gimme some feedback on these, and I'll see if I want to continue in this sort of direction.<br /> <br /> Reckless Fury<br /> Orks have been genetically engineered for war, and only truly enjoy themselves when they're fulfilling that need. All Orks have the Counter Attack and Furious Charge Special Rules. Additionally, models with Reckless Fury may have Furious Charge function during a Counter Attack on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 4+ (rolled each time).<br /> <br /> <br /> Mob Rule<br /> Orks have an innate social hierarchy that's never more apparent than it is on the field of battle. They draw confidence and power from their fellow orks, and in large enough numbers, become invincible! Or at least, they feel that way. <br /> <br /> You may always substitute the number of models with Mob Rule in a unit for that unit's Leadership value. If this number would be 11 or more, the unit becomes Fearless. At 20 or more, the unit ignores casualties for all morale or combat purposes.<br /> <br /> WAAAGH!<br /> Under the bloodlust and battle frenzy of Da Leada, Orks become a writhing tide of unstoppable might. You may call a WAAAGH! at the beginning of one of your Shooting Phases if a Warboss, Bigmek, or Weirdboy (and their Special Character counterparts) is alive, and has been on the table since the beginning of that turn. <br /> <br /> For the rest of the turn, all units with the WAAAGH! Special Rule gain the Fleet Special Rule. If any unit rolls a 1 for their Run distance, a single model in that unit takes a wound with normal saves allowed. As well, they may reroll that 1. Each model in that unit must take a Dangerous Terrain test if they do.<br /> <br /> You may not call a WAAAGH! on the first turn of a game, although the Psyker Power of the same name will function normally.<br /> <br />                             <span class="glossaryitem" onmouseover='gp(149);'>WS</span>  <span class="glossaryitem" onmouseover='gp(14);'>BS</span>   S    T   W   I   A   <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>  <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> Warboss                  5    2    5     5    3    4   4    8    4+<br /> Bigmek                   4    3    4     4    2    3   3    8    6+<br /> Weirdboy                4    2    4     4    2    3   3   8   6+<br /> <br /> Special Rules<br /> Independent Character, Mob Rule, Reckless Fury, WAAAGH!<br /> <br /> Psyker: A Weirdboy is a Psyker, with a Force Weapon and a 4+ Invulnerable Save.<br /> <br /> Repair: This model may attempt to repair an Ork Vehicle at the beginning of the shooting phase instead of shooting. On a roll of 4+, a single Ork Vehicle this model is embarked in or base contact with has your choice of an Immobilized, Shaken, Stunned or Weapon Destroyed result removed from it.<br /> <br /> Warphead: A Weirdboy upgraded to a Warphead may re-roll the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> used to determine its Psychic Power. A Warphead may use an additional Psychic Power during the Assault Phase, which must be used to activate its Force Weapon.<br /> <br /> <br /> <br /> Weirdboys can't control their power very well; at the beginning of each of your Shooting Phases, a Weirdboy rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and consults the following table for which Psyker Power it gets to use. <br /> <br /> The Weirdboy must still make a Psychic Test to use its power, and the power will fail if the Test is failed.<br /> <br /> The Weirdboy counts as having fired a weapon during the Shooting Phase if he uses any Psychic Powers with a Shooting Profile. <br /> <br /> If the Weirdboy is in Close Combat during the Shooting Phase, a rolls of 1, 2, or 3 are ignored, and the Weirdboy must instead attempt to activate its Force Weapon in the Assault Phase.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Result<br /> 1 – 'Eadbanger: The energies raging through the Weirdboy go out of control, causing the heads of those nearby to explode. Resolve the Frazzle Psychic Power (described below) with one of the Blast Markers centered on the Weirdboy. That Blast Marker doesn't scatter.<br /> <br /> 2 – Frazzle: The Weirdboy sends out arcs of powerful, crackling energy, frying and burning through his enemies in a matter of seconds. Frazzle is a Psychic Shooting Attack that fires with the following profile:<br /> Range    Strength      <span class="glossaryitem" onmouseover='gp(6);'>AP</span>               Special                 <br /> 36”                6            3        Assault 2, Blast, Pinning<br /> <br /> 3 – Zzap!: The Weirdboy channels a withering torrent of blazing power through his eyes or mouth. Zzap! is a Psychic Shooting Attack that automatically hits, and fires with your choice of the following profiles:<br />  Range    Strength      <span class="glossaryitem" onmouseover='gp(6);'>AP</span>               Special                <br /> 36”                10            2            Assault 1, Melta<br /> Template        5             4            Assault 2, Rending<br /> <br /> <br /> <br /> 4 – Warpath: The Weirdboy's energies discharge beneficially into his allies, freeing latent, psychic energy reserves within them. The Weirdboy and any Ork units within 12” (including his own) gain +1A until the beginning of your next turn.<br /> <br /> 5 – 'Ere We Go!: The Weirdboy and any unit he's with are removed from the table, and may be replaced anywhere on it using the rules for Deepstrike. They do not scatter, and may choose to either run, shoot, or assault afterward. If they were in Close Combat, instead you may have them count as having Charged this turn.  <br /> <br /> 6 – WAAAGH!: The Weirdboy temporarily takes charge of the green horde, directing them with his warp-fuelled bent. Your army gains the Fleet Special Rule until the end of the turn. If any unit rolls a 1 for their Run distance, a single model in that unit takes a wound with normal saves allowed. As well, they may reroll that 1. Each model in that unit must take a Dangerous Terrain test if they do. This WAAAGH! may be activated on the first turn.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 00:02:15]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>Tentatively, at least. Gimme some feedback on these, and I'll see if I want to continue in this sort of direction.<br />  At 20 or more, the unit ignores casualties for all morale or combat purposes.</div></blockquote><br /> <br /> Explain this a little better: what i'm getting out of it is fearless without taking fearless damage.<br /> <br /> <blockquote><div><cite>chrisrawr wrote:</cite>For the rest of the turn, all units with the WAAAGH! Special Rule gain the Fleet Special Rule. If any unit rolls a 1 for their Run distance, a single model in that unit takes a wound with normal saves allowed. As well, they may reroll that 1. Each model in that unit must take a Dangerous Terrain test if they do.</div></blockquote><br /> <br /> So if you reroll the 1 on run test; you may roll again, accept the result and take a dangerous terrain test as normal after you move? doesn't seem worth it to me, but regardless word it better<br /> <br /> <br /> <blockquote><div><cite>chrisrawr wrote:</cite>Psyker: A Weirdboy is a Psyker, with a Force Weapon and a 4+ Invulnerable Save.<br /> <br /> 2 – Frazzle: The Weirdboy sends out arcs of powerful, crackling energy, frying and burning through his enemies in a matter of seconds. Frazzle is a Psychic Shooting Attack that fires with the following profile:<br /> Range    Strength      <span class="glossaryitem" onmouseover='gp(6);'>AP</span>               Special                 <br /> 36”                6            3        Assault 2, Blast, Pinning<br /> <br /> 3 – Zzap!: The Weirdboy channels a withering torrent of blazing power through his eyes or mouth. Zzap! is a Psychic Shooting Attack that fires with your choice of the following profiles:<br />  Range    Strength      <span class="glossaryitem" onmouseover='gp(6);'>AP</span>               Special                <br /> 48”                10            1            Assault 1, Melta<br /> Template        5             4            Assault 2, Rending<br /> <br /> 5 – 'Ere We Go!: The Weirdboy and any unit he's with are removed from the table, and may be replaced anywhere on it using the rules for Deepstrike. They do not scatter, and may choose to either run, shoot, or assault afterward. If they were in Close Combat, instead you may have them count as having Charged this turn.  </div></blockquote><br /> <br /> quite of bit of this seems to be trying to improve weirdboyz, i can't really say if its balanced without seeing some points values, but they don't seem too ridculous with the exceptions of being able to assault after no scatter deep striking with "Ere we Go!" and a 4+ invulnerable on the weirdboy. (if librarians don't get one, wierdboyz shouldn't either)]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 00:45:18]]> GMT</pubDate>
				<author><![CDATA[ Joetaco]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Ignoring casualties for leadership and combat purposes is about as concise and elegant as it gets. If, at combat resolution, you have 20+ Mob Rule models in the unit, casualties from that unit are ignored. What more do you want explained out of it, and do you have any suggestions for going about that?<br /> <br /> Waaagh used to be "Gain fleet, roll of 1 = casualty 5/6 of the time." <br /> <br /> It is now "Gain fleet, roll of 1 = Casualty 5/6 of the time, gain reroll for distance in exchange for 1/6 armour-bypassing wounds." The tossup is between 1/6 casualties and not reaching assault - how many are you going to lose on your opponent's turn if those boyz don't make it? Do you have any suggestions for wording this better?<br /> <br /> Yes, the Weirdboy is getting buffed (and a concurrent points increase); Weirdboyz don't get wargear or have beastly <span class="glossaryitem" onmouseover='gp(19);'>CC</span> stats, and are normally not a standard <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> selection in the current Orks version. It's my intent to have a force led by (a) Weirdboy(z) be a competitive choice at all points by being a suitably powerful force in small armies, and a suitably powerful force-multiplier in large armies.<br /> <br /> While Weirdboyz are psykers like Librarians, that's about where you should cut similarities off. Weirdboyz are Orkz, and as such, massively warp probability. They're much more resistant to Chaotic influence, and can (and must!) spend much more of their time wrapped in and using their power, lest it build up and kill them. The Librarian is also not prone to a 1/6 chance of krakking itself, nor is it required to use a power each turn, every turn, and has a <span class="glossaryitem" onmouseover='gp(82);'>ld</span> of 10 instead of 8 (very useful against such things as Eldar, Marines, and Tyranids, wouldn't you think?).<br /> <br /> 'Ere We Go! is the one thing I'm going to be playtesting the most. Optimally and realistically, it's a 2/3 chance each turn for a potentially game-winning movement option. Counterbalancing this slightly, Boyz (the most useful unit you're going to be teleporting with 'Ere We Go!) are going up to 8 points per model. <br /> <br /> Thanks for your thoughts so far - It's always good to know where communicating what I have in mind differs from what I've written, and where things might be too powerful. 'Ere we go will go through a series of planned nerfs if it IS found to be too powerful - Starting with the removal of Assault, and moving up through Scattering, and finally removing the 're-charge' option until it's basically identical to the current version.]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 01:10:58]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I know it made some of the powers more powerful, but where has the autohit quality of zzapp gone?]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 01:31:10]]> GMT</pubDate>
				<author><![CDATA[ the_ferrett]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ ...I've been playing Zzap! wrong my entire life.<br /> <br /> I've reverted Zzap!'s melta profile to its previous one, in light of this.]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 01:37:10]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Re:Working on Orks...</title>
				<description><![CDATA[ I really like these rules. I think Ere We Go might be a little too good though. I would say Meganobz might be the most useful unit for him to be with, with respect to that power, seeing as they normally will struggle through difficult terrain, but the Weirdboy has a 1/6 chance every turn of landing them wherever they want on the board. Honestly, make the Deep Strike scatter as normal, and I would play a Weirdboy in just about every game.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, how do these powers work while in a transport? Some of them seem fine, but the 'Eadbanger power might be problematic.]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 01:43:37]]> GMT</pubDate>
				<author><![CDATA[ CalgarsPimpHand]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Well, not necessarily a 1/6;<br /> <br /> I like to go with the most numerous scenario:<br /> 2 Warpheads<br /> 1/3 chance to fail psyker test each<br /> 1/3 chance for 'ere we go each<br /> = 2/3 chance to fail a psyker test and after that<br /> (2/9 of the time) -2/3 chance for ere we go if neither test fails<br /> (2/3 of the time) -1/3 for ere we go if 1 fails<br /> (1/9 of the time) 0 if both fail.<br /> <br /> Edit:<br /> ooh, good catch! I'll work that out to be sure, but I believe there's the Orkz' <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> on it, as well as the general Psyker <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> on transports. I'll be able to set precedence from those.]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 01:51:19]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ One thing I'd like to bring back is Orks and their Close Combat weapons - while it might not be appropriate to have them lowering armour saves in <span class="glossaryitem" onmouseover='gp(146);'>WH40K</span>:Muhreen Udition, I've cooked up some things you could look over......<br /> <br /> Close Combat Weapons<br /> <br /> Choppas<br /> - Big Choppa, Choppa, Whirry Choppa<br /> <br /> Choppa Combos: Wielding any 2 Choppas in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> grants an additional +1A.<br /> <br /> Klawz<br /> - Grabbin Klaw, Power Klaw, Smashin' Klaw<br /> <br /> Klawz Combos: Wielding 2 Klawz allows a single attack at regular Initiative, instead of normal attacks.<br /> <br /> Burnas<br /> - Custom Skorcha, Burna, Dragginz Bref, Skorcha<br /> <br /> Burna Combos: Wielding 2 Burnas allows you to fire them both. In Close Combat, you may Re-Roll To-Hit if you didn't fire either in the prior Shooting Phase.<br /> <br /> Looted Bitz<br /> - Orkz may purchase weapons and wargear from any codex with your opponent's permission. If you munchkin, you forfeit. ORKZ IS FOR WAAAGHIN NOT FOR FLUFFIN YER PUNY 'UMIE EGOZ<br /> <br /> <br /> Big Choppa - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, +2 Strength, 2-Handed.<br /> <br /> Choppa - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>.<br /> <br /> Whirry Choppa - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Rending<br /> <br /> Grabbin Klaw - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, An enemy unit may not disengage <br /> combat if it's been wounded by a Grabbin Klaw.  Doubles strength, not power weapon, I1.<br /> <br /> Power Klaw - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Same as power fist.<br /> <br /> Smashin' Klaw - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, I1, Doubles <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> pen counts as ap1 against vehicles<br /> <br /> Custom Skorcha - <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Always a Power Weapon in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, The extra D3 for Armour Penetration is increased to <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, re-rolls To-Wound and Penetrate.<br /> <br /> Burna - Power weapon if didn't fire<br /> <br /> Dragginz Bref - Power weapon, when charging, the enemy makes an initiative test or strikes last for the round. <br /> <br /> Skorcha - Power weapon]]></description>
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				<pubDate><![CDATA[Sat, 24 Mar 2012 19:54:53]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ So for the above, obviously replacing the Slugga with an additional <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> is going to be at a points premium, and replacing a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> with another <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> is going to be costed normally. <br /> <br /> My take on the Boyz Mob so far - 8 points per model<br /> <br /> Boy WS4 BS2 S3 T4 W1 I3 A2 Ld7 Sv6+<br /> Nob WS4 BS2 S4 T4 W2 I3 A3 Ld7 Sv4+<br /> <br /> I'm sticking with 10-30 models for now, but it might be fun to have "Squad size: Minimum 10."<br /> <br /> 1 in 10 boyz may be upgraded to a Nob for 10 points<br /> <br /> Any mob may be 'ard boyz for 3 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span><br /> <br /> Any mob may have stikkbombz for 1 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span> <br /> <br /> The entire Boyz Mob may replace its Sluggas and Choppas with Shootas for free. - Note that I'm debating whether or not to make Shoota Boyz and regular Boyz into two separate units - Shoota Boyz would be WS3 BS3 I2 if I did, and would have a Flash Git instead of a Nob.<br /> <br /> Options:<br /> ● For every 6 models in the unit, one may replace its Slugga or Shoota for (Might make this shoota-boyz only):<br /> - Big Shoota...........................................................5 Points<br /> - Grotzooka............................................................5 Points<br /> - Rokkit Launcha...................................................10 Points<br /> <br /> Alternatively, it may replace its Choppa with: (might make this regular Boyz only)<br /> - Big Choppa........................................................5 Points.<br /> - Burna...................................................................10 Points<br /> <br /> ●  A Nob may may replace its Slugga or Shoota with one of the following:<br /> - Big Shoota...........................................................5 Points<br /> - Big Choppa.........................................................10 Points<br /> - Burna...................................................................15 Points<br /> - Still playtesting the other various klaws<br /> - Power Klaw.........................................................25 Points<br /> <br /> ●  A Nob may replace its Choppa with one of the following<br /> - Big Choppa.........................................................5 Points<br /> - Burna...................................................................10 Points<br /> - Power Klaw.........................................................20 Points<br /> <br /> ●  A Nob may purchase any of the following:<br /> - Bosspole..............................................................5 Points<br /> - Working on new wargear for shenanerganerans. Squigz and gretchin will definitely be a more involved part of this.<br /> <br /> Transport Options:<br /> - A Boyz Mob may purchase a Trukk as a Dedicated Transport if it numbers 12 models or less, see Page XX for Points Cost.<br /> <br /> - A Boyz Mob may purchase a Battle Wagon as a dedicated transport if it numbers 20 models or less, see Page XX for Points Cost.<br /> <br /> <br /> Additionally, I plan to have 'doctrines' purchasable for the different ork Clanz <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 26 Mar 2012 06:07:52]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Stolen shamelessly from <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span>;<br /> <br /> Da Green Tide!: If a Boyz Mob of 30 or more models is led by a Warboss and not Falling Back or Pinned, it may be designated as "Da Leada's Mob." Any other Boyz Mobs that are Falling Back within 12” of it may instead become part of Da Leada's Mob. These Mobs regroup immediately and must move into coherency as quickly as possible – Da Leada's Mob is unaffected by normal coherency rules regarding these regrouped Mobs until they reach coherency, and may act normally. This may cause a Boyz Mob to exceed its normal maximum unit strength.]]></description>
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				<pubDate><![CDATA[Tue, 27 Mar 2012 09:00:51]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I have so many opinions about the next Ork Codex. I keep this to Burnas:<br /> <br /> When Burnas assault a vehicle with power weapons, it counts as rending. ]]></description>
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				<pubDate><![CDATA[Tue, 27 Mar 2012 15:58:32]]> GMT</pubDate>
				<author><![CDATA[ thunderingjove]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I was just going to give them an extra D3 against vehicles; skip right over rending.]]></description>
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				<pubDate><![CDATA[Tue, 27 Mar 2012 22:38:28]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>I was just going to give them an extra D3 against vehicles; skip right over rending.</div></blockquote><br /> <br /> Even better. Still couldn't touch a Landraider. Fine. ]]></description>
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				<pubDate><![CDATA[Tue, 27 Mar 2012 23:49:06]]> GMT</pubDate>
				<author><![CDATA[ thunderingjove]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Skorcha and Custom Skorcha might be able to though; I've added a "Flame 'Ead" nob leader to burna boyz. The Kustom Skorcha is S5 on the charge (nob), +6 +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> = chances for glances!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Tankbustas are my next big things. I really, really want to keep the feel of glory hogz, but once again introducing more squigz and fluff into them.<br /> <br /> Tankbustaz Mob<br /> WS4 BS2 S3 T4 W1 I3 A2 Ld7 Sv6+<br /> <br /> Special Rules<br /> Mob Rule, Reckless Fury, WAAAGH!<br /> <br /> Glory Hogz: Tankbustaz live and fight for the biggest kills, tagging along with a Waaagh! just long enough to fulfill their explosive desires. <br /> <br /> At the beginning of the game, after deployment but before you roll to steal initiative, designate D3 enemy vehicles for each Tankbustaz Mob. A Tankbustaz Mob must attempt to move toward, fire at, and assault any of these vehicles during its voluntary actions. <br /> <br /> If a Tankbustaz Mob Runs during the Shooting Phase, on a Run roll of 6 it may fire its weapons at one of these vehicles during the Assault Phase before Assaulting. <br /> <br /> If a designated vehicles is Destroyed - Wrecked, it counts as an additional Objective or Killpoint for a Tankbustaz Mob within 3" of it at the end of the game. Only a Tankbustaz Mob counts as Scoring for such objectives.<br /> <br /> <br /> <br /> Everything else is about the same; there will be more bomb squigs and ammo runts available, but they'll be slightly less effective due to points costs and slight rules changes..]]></description>
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				<pubDate><![CDATA[Wed, 28 Mar 2012 00:58:05]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>Skorcha and Custom Skorcha might be able to though; I've added a "Flame 'Ead" nob leader to burna boyz. The Kustom Skorcha is S5 on the charge (nob), +6 +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> = chances for glances!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Tankbustas are my next big things. I really, really want to keep the feel of glory hogz, but once again introducing more squigz and fluff into them.<br /> <br /> Tankbustaz Mob<br /> WS4 BS2 S3 T4 W1 I3 A2 Ld7 Sv6+<br /> <br /> Special Rules<br /> Mob Rule, Reckless Fury, WAAAGH!<br /> <br /> Glory Hogz: Tankbustaz live and fight for the biggest kills, tagging along with a Waaagh! just long enough to fulfill their explosive desires. <br /> <br /> At the beginning of the game, after deployment but before you roll to steal initiative, designate D3 enemy vehicles for each Tankbustaz Mob. A Tankbustaz Mob must attempt to move toward, fire at, and assault any of these vehicles during its voluntary actions. <br /> <br /> If a Tankbustaz Mob Runs during the Shooting Phase, on a Run roll of 6 it may fire its weapons at one of these vehicles during the Assault Phase before Assaulting. <br /> <br /> If a designated vehicles is Destroyed - Wrecked, it counts as an additional Objective or Killpoint for a Tankbustaz Mob within 3" of it at the end of the game. Only a Tankbustaz Mob counts as Scoring for such objectives.<br /> <br /> <br /> <br /> Everything else is about the same; there will be more bomb squigs and ammo runts available, but they'll be slightly less effective due to points costs and slight rules changes..</div></blockquote><br /> <br /> Regarding Glory Hogs, I agree that fluff demands it be continued, with the proviso that a roll on their natural leadership can negate. I think we're all agreed that they should have the Tankhunter <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. However, I would like to see a 2+ dodge vs. vehicle explosion, to represent their canniness versus the big boom of the dying tank. ]]></description>
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				<pubDate><![CDATA[Wed, 28 Mar 2012 02:08:45]]> GMT</pubDate>
				<author><![CDATA[ thunderingjove]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Eh, in fluff, they're represented as being shredded en-masse by such explosions - it's one of da dangers of da job!<br /> <br /> I tried to make it a lot less constrictive - if you run em en'masse, they can pretty much just go after any vehicle they want. I also gave an actual incentive for going after the vehicles, instead of just using massed rockets to take down <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>; You get extra killpoints and objective caps! But perhaps working a leadership test into it somewhere...<br /> <br /> Glory Hogz: Tankbustaz live and fight for the biggest kills, tagging along with a Waaagh! just long enough to fulfill their explosive desires.<br /> <br /> At the beginning of the game, after deployment but before you roll to steal initiative, designate D3 enemy vehicles for each Tankbustaz Mob. A Tankbustaz Mob <i><u>must pass a Leadership Test on Ld7,</i></u> or attempt to move toward, fire at, and assault any of these vehicles during its voluntary actions.<br /> <br /> If a Tankbustaz Mob Runs during the Shooting Phase, on a Run roll of 6 it may fire its weapons at one of these vehicles during the Assault Phase before Assaulting.<br /> <br /> If a designated vehicles is Destroyed - Wrecked, it counts as an additional Objective or Killpoint for a Tankbustaz Mob within 3" of it at the end of the game. Only a Tankbustaz Mob counts as Scoring for such objectives. ]]></description>
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				<pubDate><![CDATA[Wed, 28 Mar 2012 02:12:52]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I'd like it if you made these "Reckless fury" boyz skarboyz. While a counter attack with a chance for <span class="glossaryitem" onmouseover='gp(397);'>FC</span> is nice, I love my boyz for being dirt cheap. Skarboyz would be a nice compromise. Nobz would still have it, and warbosses would have it, but probably the elites wouldn't, unless it was purchased.<br /> <br /> EDIT: also, would love it if you squeezed in the iron jaw plate things that nobs and bosses use as an upgrade of some sort. Not sure what it would do, but i think it'd be cool.]]></description>
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				<pubDate><![CDATA[Mon, 2 Apr 2012 00:09:47]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ The points increase actually comes from I3 on boyz - a subtle but incredibly powerful change to the basic army. I'd intended Skarboyz to be a special unit; If you grab Ghaz, you can take a unit of Skarboyz Meganobz with him in addition to having 2 nobz units be troops, and you can upgrade your Elites Nobz to Skarboyz normally.<br /> <br /> Skarboyz themselves are WS5 BS2 S4(5) T4(5) W3 I4 A4 Ld8 Sv4+, and Mega Armour for Ghaz's retinue itself.<br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, Reckless Fury, Mob Rule, Stubborn, WAAAGH!<br /> <br /> A buff of +1WS, S, T, W, A, and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. The toughness isn't going to stop high <span class="glossaryitem" onmouseover='gp(123);'>str</span> weapons from pulping them, as it's from their skars stopping them from feeling pain, rather than from them being warboss-strong.<br /> <br /> Hmm. Iron Jaw could be re-roll to-wound rolls of 1?]]></description>
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				<pubDate><![CDATA[Mon, 2 Apr 2012 02:55:48]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Jaws seem good, but could you keep our normal boyz as, like, ork yoofs or something? I like your faster boyz with their cool fury stuff, but I like my boyz becuase you can get a dozen or three of them for the change you find between your couch cushions.]]></description>
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				<pubDate><![CDATA[Mon, 2 Apr 2012 15:36:47]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I thought Orks players liked change; I do really think you could analyze the points cost a little bit more; especially if I up it to 10-50 per squad, and especially with Da Green Tide being worked into them; you're almost never going to have a unit retreat, you'll never be marginalized for missing the charge, and sometimes it can even be beneficial to sit back and shoot, letting them come to you. The increased initiative means you're not getting krumped by guardsmen blobs or some of the nasty marines players. If it's a matter of Orks on the table, you're still able to field 150 with nobs and a couple decent bosses in a 1500 game - those orks will just happen to stick around longer, and do more for what they cost. <br /> <br /> If it's really just numbers and cheapness/availability you're looking after, I think I might drop them back to 6ppm and make +1I part of, say Goffs Clan - I was hoping for Goffs to be +1PPM for +1A and the ability to swap out sluggas for additional choppas for an additional 1ppm (total 10ppm for +2A - 6 attacks on the charge! WAAAGH!) - but +1I and +1Choppa for 8PPM is alright, too, I guess.]]></description>
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				<pubDate><![CDATA[Mon, 2 Apr 2012 16:04:16]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ I just think that having both your boyz and having yoofs would be a good compromise. If I had the points, i'd deffinately upgrade, but sometimes I just need more bodies. Having both would be good for both, and for good variety.]]></description>
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				<pubDate><![CDATA[Mon, 2 Apr 2012 16:12:54]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Working on Orks...</title>
				<description><![CDATA[ Coming back to this; Yes. Yoofs will be the basic troops, but will be unable to take a Nob themselves, as normally Nobz don't feel it's dignified to hang around such lowly gitz. Instead, Elites Nobz will be similar to Wolfguard, with the option of taking a variety of wargear and armour, and handed out to different units. ]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 22:33:47]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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