![]() ![]() Stormboyz – have access to all same special weapons options as boyz but for every 5 models not 10. Kommandos – can take special weapons for every 5 models not 10. Literally only stronger to sell the models, there’s no real theme reason given. I find it weird burnas aren’t a bit more readily available given the access to skorchas, and ‘big choppas for a bit more punch would be appreciated and fluffy (power klaws are firmly nob territory though)īeast snaggaz - brought down to str 4. Kustum force fields give either a 5+ invulnerable within 6" against shooting, or a +1 if a unit already has an invun.īoyz- Weapon options changed to: for every 10 models can take big shoota, rokkit launcha, burna, ‘big choppa Ok, I feel that meks don’t get enough weird shenangians, and the idea of a mek firing off an EMP to allows the other orks to krump fings betta would be fun. Range 18”, assault d3, strength 2, ap 0 blast – any unit hit by an EMP launcha loses any invulnerable saves until the end of the current Ork turn. Meks and big Mekz gain access to the new weapon – da notorious EMP launchas (name pending) – ![]() If you take a big mek or painboss then one set of mekz/painboyz do not take up a slot on the chart. Mekz/painboyz – can take up to 3 per force organisation slot. Painboss – can use dok tools on same units and Painboyz currently can, not limited to beast snaggas. – these would be horrendous to balance but I want them anyway. Stormboy kommandas – stormboy rulez, again costed appropriately and 1 per organisation slot Far more expensive and 6+ armour save not 4+, 1 per force organisation slot Kommando boss nob – as bossest nob but with Kommando special rules. A cheaper character (35 points or so?) to add a bit of kombat punch to units Can take up to 3 for 1 x force organisation chart. New HQ character – bossest Nob – same profile as Boss Nob with +1 wound and 6+ invulnerable. Has access to all the options available to Ork Nobz units. ![]() Warboss – Big choppa is replaced by ‘Uge choppa as standard. Just a standard one that makes sense to meīoss in mega armour – starts with kustum shoota and uge choppa, can be upgraded to current loadout or with any of the options available to meganobz (2 x killsaws, kombi weapons, power klaws) Would have to be costed appropriately but I think fits the theme of nobz and warbosses inspiring other orks to not run awayĬharacters – everyone with a ranged weapon can take a targeting squig and/or ammo runts. Givez leader nobz and nob units a great effect on leadership for the regular boyz. When taken on Warbosses, the bonus is +2. When taken by Nobz any friendly ork within 6” of the unit gain +1 to their leadership in addition to any mob rule modifiers. This might be OP but I feel it would allow certain units a greater chance to shine with all the stratagems around.ĭakka weapons are clarified to be assault weapons.Īny bossnobz, bossest nobz, Nobz, ork squad leaders, warbosses can take bosspoles. Ork shooting is super weak and inaccurate to begin with, with any -1 modifiers halving the ability to hit. The shots will still hit if a 5 or a 6 is rolled. a unit of flash gitz (bs 4+) are shooting at a unit with a -2 to hit roll stratagem. I feel this would give hordes a much greater ability to pass morale than before without being too broken.ĭakka dakka dakka – Orkz will always hit with shooting on at least a roll of a 5 or a 6. – honestly not sure how to work the mob rule so kept it simple. If they would be taken beyond leadership 10 the squad can roll 2d6 and pick one for any morale checks. Mob rule – for every 5 models in clan unit and every friendly ork unit within 6” the squad gains + 1 to their leadership to a maximum of 10. Here’s my take on a few units that I have little bit more knowledge around – a couple of 500pt games with stand ins for a warboss) but I thought it would be interesting if we as a community had a thread going through the various ork units and how we would change them, for thematic reasons as well as competitive. I’m a relatively new Ork Boy, wiv a mountain of unpainted plastic (2 “get started with orks” boxes will do that) and minimal experience of playing as the faction (i.e.
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