ok, so version 2!
ive included some of your feedback where i can, and added annotations too. also added in warlord traits!
i couldnt think of how to make your (good) colour wheel idea for the faction rules to work, so i left it with tweaks, reducing their effect and giving them points values instead as a warboss upgrade
General:- All orks should have WS3 & S4 instead of the other way round as is-
- Furious charge should be deleted.
- Mob rule does not make units fearless if at 11+ models
- All orks get fnp 6+ instead of t-shirt saves. (no difference for non armoured orks, but provides extra safety for armoured orks)
- Waaagh called at the start of the player turn. should make all orks fearless, fleet & all falling back units can regroup, even if less than 25%, and can use their normal ld test (mob rule applies if relevant),
and give all cc engaged orks preferred enemy for that turn- Big Choppas should count as heavy chainswords, giving them AP5
Ork Warlord Traits:1)
Eager to krump! The Warlord may call a waaagh on turn 1
2)
I nose wot to do! The warlord and his unit gains preferred enemy on the turn a waaagh is called.
3)
i is da best! the warlord gains 1 VP for any enemy character slain
4)
I is smarter dan da average ork if the warlord declines a challenge, he may still strike the opposing unit at his normal initiative step
5)
Meat shield the warlord may pull in orks in his unit to shield him from attacks. for each round of shooting against the warlord and his unit, the first "look out sir" roll for the warlord succeeds on a 2+
6)
super waaagh The warlord's armour save counts as invulnerable during a waaagh turn
HQ
Warboss-Warboss should have access to burnas (20 points) and admantium skulls (+2A on the charge + eternal warrior - 35 points)
- a warboss may be mounted on a boar, gaining +1 S & +1 T (see fast attack) (40 points)
- A nob Squad should be a Warboss bodyguard instead of an elite. limited to 1-4 nobs but no painboy
- The nob entourage may take a waaagh banner and any equipment choices available to the warboss excluding attack squigs and admantium skulls
-Special rule: "I is da boss!" If the warboss is in the unit and ever dies, one of his ambitious nob entourage immediately grows in stature and upgrades his profile to a warboss profile, other than the wounds characteristic which remains as is. wargear remains the same.
This continues until there are no nobz left. Promoted Nobs do not offer additional VP's (HQ kill points or kill the warlord secondary objectives).
The new Warboss may immediately roll on the same warlord trait table chosen by his predecessor for a new trait, with immediate effect.
- factions should be re-introduced with a rule adaptation for each. each is an upgrade for the warboss with the points described:
Evil suns (20 points): all vehicles and planes receive red paint jobs for free, and move an additional D3" instead of just 1". Warbikers and wartrakks count as troops
Death skulls (50 points): All Looted Wagon Gunz count as having a strength of +1, and positive dont touch dat rolls happen on a roll of 5-6 rather than 6 (see looted wagon entry). Meks can carry bosspoles.
Goffs (40 points): boyz get stikkbombs for free. New gretchin rule: "Operation: get behind the gretchin!" Gretchin provide a 4+ cover save instead of the usual 5+ to any unit they are providing cover to. However for each successful cover save granted by the gretchin, roll a D6. on a roll of 1-2 the cover save is made as normal, on a 3-6 the gretchin take the wound instead of the boyz
Snakebites (20 points): Ork Boyz gain move through cover. poison attacks have a -1 modifier on rolls to wound against these orks. 1 unit of boar boyz may be taken as a troop choice.
Blood Axe (40 points): All orks gain acute senses. 1 unit of Boyz or stormboyz may be held in reserve. 1 Reserved unit in the army can assault the turn they arrive (this is in addition to snikrot's unit if he is fielded). Kommandos gain stealth and count as troop choices
Bad Moons (25 points): Badmoons may take a wierdboy as an extra HQ choice. Note this may be used to bring a 3rd HQ in a single FOC. Flash Gitz Snazzguns count as twin linked at no cost. Nobz and Meganobz become troop choices
Painboy- Painboyz should be a HQ choice and not a unit upgrade with a Nob profile. (50 points) A painboy grants fnp 5+ and cybork upgrades to his unit, and also offers cybork upgrades to all characters, independent characters (5 pnts) & walkers (10 pnts) in the army. (fluff wise painboyz wire orks into deffdreads and kans after all)
May upgrade his 'urty syringe (4+ poison) to a leeful syringe for 20 points making it 2+ poison. may also have a power saw/drill (klaw) (25 pnts)
Special rule:
Patch 'em up! If not in combat, the painboy may attempt to restore D6 wounds to any unit he is accompanying each turn. Roll a d6 per wound. on a roll of 4+ a wound is restored to a random model in the unit. The first wound restored is always applied to the painboy if required.
Big Mek- Big meks should get access to Big Choppas
- "Big Mek Tools": Big meks can reroll failed repair attempts when using big meks tools.
A Big Meks Kustom Forcefield should be changed to a 12” dome, protecting from all angles other than underneath, only sheltering models inside the dome with a 4+ cover save. (for the sake of vehicles, only the vehicle sides within the dome are covered -
fully exposed sides get no cover save.
the KFF is ineffective against shots or abilities initiated within the 12" dome.
- no Ignore cover save weapons or abilities ignore KFF cover unless fired or activated from within the dome
Annotation: this is so that 2 gigantic hordes of boyz & 3-4 vehicles spanning some 30" of table dont all get a cover save.
Also shooting at the boyz at close range (eg deepstike flamers or pre-assault), or shooting overwatch against the boyz grants no cover save.
However to balance this it instead protects the orks from barrage, ignore cover weapons, torrent flamers and the ilk (as its a forcefield with no way through a la phantom menace)
Wierdboy- Wierdboy powers need updating…
The primaris power should be like fantasy's "drain magic" - the wierdboyz powers going so out of control he creates a localised vacuum in the warp blocking any psychic power on a roll of 5+ per power attempted from either side until the orks next player turn)
- foot of gork should return!
- warpheads should be psyker level 2.
- Access to copper staffs (30 points) which grant the wierdboy a 4+ inv save also give the same effect as a psychic hood
Troops- Ork boyz mob should get the option of taking burnas as a special weapon (5 pnts)
- Ork Boyz should be able to take battlewagons as a dedicated transport,
- shoota boyz should cost 1 more point per model
- Special rule for boyz: "mob mentality" see mob rule change above. in addition, units of boyz 11+ strong are fearless. When below 7 models however, the ld can drop below 7 in line with the number of boyz in the units
- based on zombie costings, gretchin should be reduced to 2 points p/m
Elites- Tankbustas should have the tank hunter special rule
- Tankhammers should be S8 AP3 in combat like a normal rokkits instead of S10 AP-
- Tankbustas should get 'eavy armour options.
- Meganobs should be able to take a bosspole and waaagh banner
- Lootas squad size should be limited to 10 models
- Lootas should be moved to heavy support (swapped with flash gitz)
Annotation. cost isnt the issue with lootas. Capping at 10 strong and moving them to a competetive Heavy slot should make them less frequent and potent - rolling 3 shots for 15 lootas is probably too intense
- Burna squads should be capped at 10.
- Burna boyz should count as bulky
- Burna boyz should gain access to 'eavy armour
- One burna boy may take fire bombs at a cost of 5 points. fire bombs have the same effect as the burna bommer's burna bombs in grenade form.
- kommandos with snikrot should be able to assault the turn they arrive. This should not be possible if cradling a non-infantry type HQ unit however.
Fast Attack- Deffkoptas should have rokkits as an upgrade to their big shootas rather than instead of.
- Deffkoptas have initiative 4.
- Blitzabommers big bomm gain flesh bane & armour bane.
- All big shootas on fliers should count as twin linked
- Flier big shootas should be upgradable to supa shootas for +10 points
- Stormboyz military get up counts as flak armour granting a 5+ save
- Warbuggies should get access to quad guns with skyfire, but not intercept (40 point upgrade)
New fast unit:
- Boar Boyz (25 points each) 3-10 boyz mounted on boars. Counts as cavalry granting +1S, +1T
... WS BS S T W I A Ld
Boy 4 2 4 5 1 2 2 7 4+
Nob 4 2 5 5 2 3 3 7 4+
equipped with sluggas and choppas
special rule "a boar with a sore head"
Any number of boar boyz can be upgraded to cyboars (+15 points each). cyboars upgrade to the following profile (+1S, +1 W & armour becomes invuln):
... WS BS S T W I A Ld
Boy 4 2 5 5 2 2 2 7 4+ (inv)
Nob 4 2 6 5 3 3 3 7 4+ (inv)
2 boar boyz may upgrade their choppas to big choppas. (5 points each).
Nob can take power klaw (+25 points) and boar banner (+15 points)
Boar Banner - grants stampede special rule and counts as a bosspole
"a boar with a sore head" special rule: if one or more boar boyz are wounded or killed by any means, the unit immediately gains the rage USR for that game turn.
"stampede" special rule: If an assault is won whilst under the effects of "a boar with a sore head", the unit must consolidate 2D6" directly towards the nearest enemy unit. The boar boyz gain the fear and feal no pain 4+ special rules whilst stampeding in this fashion until the end of the game turn. Out of fear of the stampeding boars, the targetted enemy unit may immediately perform overwatch if it is within 12" of the boar boyz whether the boar boyz reach the unit or not.
If the enemy unit is reached by the boar boyz after overwatch is resolved, then a second assault may be initiated and resolved immediately. Apart from power klaw equipped nobs, the unit strikes at initiative 10 during this second assault
Heavy Support- Flash gitz become elite choice, swapping with lootas
- Flash gitz should have their gun upgrades (+1 S, assault 2, -1 AP & gets hot) applied within their current points structure.
- Deffdreads should cause Fear
- deff dreads can take supa shootas (10 points)
- extra DCCW's should only cost 10 points
- killa kans big shootas should be twin linked
- killa kans can take supa shootas (10 points)
- base cost of a battlewagon should go up by 10 points
- Deffrollas should ignore cover saves. upgrade should cost 35 points, not 20.
- Kill kannons should have a 20 point discount.
annotation - i agree BW's with deffrollas are under priced. a base cost increase with a deffrolla increase increasing the cost by 25 does the trick
- Looted Wagons should be split into 3 distinct types:
Boomtank: 105 points
F12 S11 R10 Transport capacity 0, heavy Vehicle, Tank
· ‘ard case as standard (not open topped)
· Has a boomgun. no other weapons options possible
· “Don’t touch dat!”: On a roll of 2 it cant shoot, on a roll of 6 an automatic direct hit is achieved
Looted wagon: 60 points
F11 S10 R10 Transport Capacity 15, fast vehicle, open topped
· Red paint and reinforced ram as standard (moves extra 1”, can tank shock as if AV12 & rerolls difficult terrain)
· has a big shoota. can have a skorcha (10 points) and/or an additonal big shoota (5 points). may swap one or both big shootas for Rokkits (5 points each)
· “Don’t touch dat!”: On a roll of 1 passengers may only perform an emergency disembarkation if they want to disembark. On a roll of 6 passengers can disembark normally regardless of the distance travelled, even if flat out - note this may mean the unit disembarks in the shooting phase. No shots may be fired, however the unit may assault in the assault phase as normal.
Gunwagon: 80 points
F12 S12 R10 Transport Capacity 6
· Grot riggers as Standard (can repair immobilised or weapon destroyed on a 4+ if not shooting)
·
must have one of: supa shoota (10 points), skorcha (10 points), zzap gun (20 points), kannon (10 points) or lobba (10 points) as main weapon, and may have 1-4 big shootas/Rokkits/kustom mega blasters (5/10/20 points)
· “Don’t touch dat!”: On a roll of 1 weapons may only be snap shotted (or if applicable scatter the full distance rolled. for lobbas this includes scattering in the direction of the arrow in the event of a direct hit). On a roll of 6 all weapons count as twin linked and if applicable direct hits are automatically scored