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		<title><![CDATA[Latest posts for the thread "Ork ability, death throws"]]></title>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ So after seeing a bit of fluff online saying that orks still fight for a moment after a blow that should be lethal. My idea is similar to the diehard rule from D&D, wearin after death from a blow that is not double the toughness of the ork,  the ork can make snap shots in the next shooting phase or if in combat make a final swing.]]></description>
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				<pubDate><![CDATA[Sat, 5 Mar 2016 01:29:55]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ Kind of tricky to implement, as he would have to be allowed to move in the movement phase as well or risk being out of coherency, and then the player might forget which ones died and how many.<br /> <br /> Instead, maybe...if an Ork died in combat, he gets more swing at base strength at Initiative 1, sort of like a reverse hammer of wrath.]]></description>
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				<pubDate><![CDATA[Sat, 5 Mar 2016 01:46:03]]> GMT</pubDate>
				<author><![CDATA[ JimOnMars]]></author>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ You could do something similar to the wulfen version of the rule wherein they get their attacks at initiative one if they're killed before then.  Of course, that's pretty potent, so you'd probably want to build some sort of drawback into it.  Making it an upgrade seems odd. Maybe make it an upgrade for a certain type of character or make it part of a formation or something? Simply making it a purchasable upgrade bought with points available for all orks seems like a poor fit because it seems odd to have some orks do it but not others. ]]></description>
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				<pubDate><![CDATA[Sun, 6 Mar 2016 04:31:56]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ Isn't this what <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is supposed to represent?]]></description>
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				<pubDate><![CDATA[Sun, 6 Mar 2016 08:56:57]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/682625/8504117.page"><b>Wyldhunt wrote:</b></a><br/>You could do something similar to the wulfen version of the rule wherein they get their attacks at initiative one if they're killed before then.  Of course, that's pretty potent, so you'd probably want to build some sort of drawback into it.  Making it an upgrade seems odd. Maybe make it an upgrade for a certain type of character or make it part of a formation or something? Simply making it a purchasable upgrade bought with points available for all orks seems like a poor fit because it seems odd to have some orks do it but not others. </div></blockquote><br /> <br /> Let standard Nobz get a final swing with a melee weapon at the initiative they die at unless it was an instant kill attack. Would make it so Nobz would be more of a threat to things and even if they got challenged out and killed they would still have a chance to throw a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attack to krump the git that killed them. Could also say Meganobz are too slow and clunky to get a final attack off which might make standard Nobz more appealing (they still should have 4+ armor by default).]]></description>
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				<pubDate><![CDATA[Sun, 6 Mar 2016 12:07:59]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Ork ability, death throws</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee05230497a0a6807ed0ce209afa2bb9.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682625/8504433.page"><b>Vankraken wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/682625/8504117.page"><b>Wyldhunt wrote:</b></a><br/>You could do something similar to the wulfen version of the rule wherein they get their attacks at initiative one if they're killed before then.  Of course, that's pretty potent, so you'd probably want to build some sort of drawback into it.  Making it an upgrade seems odd. Maybe make it an upgrade for a certain type of character or make it part of a formation or something? Simply making it a purchasable upgrade bought with points available for all orks seems like a poor fit because it seems odd to have some orks do it but not others. </div></blockquote><br /> <br /> Let standard Nobz get a final swing with a melee weapon at the initiative they die at unless it was an instant kill attack. Would make it so Nobz would be more of a threat to things and even if they got challenged out and killed they would still have a chance to throw a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attack to krump the git that killed them. Could also say Meganobz are too slow and clunky to get a final attack off which might make standard Nobz more appealing (they still should have 4+ armor by default).</div></blockquote><br /> <br /> I have mixed feelings regarding nobz getting final swings in.  I know that a common complaint about them is that they get challenged out and die without doing anything, but a power klaw nob insta-gibs lots of characters if he gets his swing in.  Sure, my sybarites and exarchs get to swing first, but they also have to pay points for power weapons or agonizers if they want to wound on something better than a five.  Plus, they have to get through two wounds instead of the usual one wound sported by most sergeant types.  Which isn't to say that nobz couldn't use a boost.  It's just a klaw nob being able to swing despite being killed off  would kind of be a slap in the face of anyone who paid points for a weapon that let them have a decent chance of killing said nob. ]]></description>
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				<pubDate><![CDATA[Sun, 6 Mar 2016 18:10:34]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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