ork rumours

      besser als weihnachtn....vieeeeeeeeel bessa :D

      Toughness 5 Warboss
      Stength 4 for the standard orkz
      Rending Choppas ('uge Choppas, though...)
      Any and all increases in the ork ballistic skill

      Space Ork Special Rulez
      [list]
      WAAARGH!!! - As it is currently, save that on a successful charge the orks also gain +1 strength, and if the value rolled on 3d6 is lower then the mob size, they may use their increased initive to persue enemies. Unfortuantly, this seems to be more akin to a poor-man's Furious Charge.

      DAKKA DAKKA DAKKA!!! - The ork approach to shooting is normally limited to holding down the trigger and wildly flailing their shoota at the nearest group of skumgrods. This might not be very conductive to actually hitting the enemy, but it sure as all hell makes them keep their heads down while the slugs go flying past. If the number of shots fired exceeds the value rolled on 3d6, then the enemy unit must test for penning. This is limited to the number of shots in range. A squad of 20 boyz armed with 3 big shootas and shootas firing at a unit of guardsmen that are 30" away have to roll a 10+, not a 43. (Possible Errata- this is made at +1 leadership?)(Another Errata- Simply count number of guns being fired as opposed to shots fired?)

      Dat Ain't Nuttin', Ya Runt! - All orks gain the benefits of a 6+ Feel No Pain Save. This, of course, does not include grots or squigs. Although the notion of a squigherd with FNP rushing at my enemies DOES have a certain appeal...


      Headquarters Changes

      Boss Rulez - An Ork Boss may treat shootas as one-handed weapons, and thanks to their sheer size may either use the 'Uge Choppa as a one-handed HCCW that gives +2S and strikes at initive, or as a two-handed CCW that gives +2S, rends, and strikes at initive. Also, the boss counts his wounds-worth in models when it comes to figuring out Mob Size.

      Big Boss - An Ork force may be lead by a Big Boss if they number below 1500 points. He has the same stats as an ork nob, but gains +1 attack and +1 leadership, and benefits from the Warboss Rules. If a Warboss is taken as the main HQ choice, then the Big Boss may be taken as the second. He leads a unit of 0-3 Nobz, 0-1 Mekboyz, 0-1 Maddokz, and 0-6 Skraggaz (Skarboy stats, may purchase 'Uge Choppaz and 'Eavy Armour) and may purchase a transport.

      Klan Background - A Warlord of a band would have risen to his position after rising through the ranks of the ork force. Just because a Boss is no longer slogging around with his boyz, however, doesn't mean that he's forgotten where he started from.

      Big Mek - The 'Ead Mekanikz helpers may leave and join other units, operating under the basic principle of a Comissar.

      Painboss - A Painboss may be joined by 4-12 Cyborks and by 1-3 Maddokz. Like the Big Mekz ladz, they may split off and join other units, although they may not join a unit where a Mekboy has already joined (or vice versa). The two would only get into a furious arguement and start to beat up on each other about which technique is the best!

      Elites Changes

      Either a Big Mek or a Painboss may be used as an elites choice. Should one be taken as an Elite, the other can only be brought to the board as an HQ choice.

      Kommandoz - Gain the Scout universal special rule, as well as the cover save and the ability to set booby-traps and ambush as stated in the Catachan Codex. No changes to unit size, but may purchase an Ork Bigbomm (see wargear) in addition to their special weapon.

      Stormboyz - Gain the Psycho-riders special rule from Warbikez, and drop 1-2 points in cost.

      Flash Gitz - No need to pay for the upgrades to their shoota if they take a special weapon. Cost for upgrades also drop by 1 point.

      Skarboyz - May purchase 'Uge Choppas along with the other special weapons.

      'ardboyz - ...?

      Troops Changes

      1-3 Grot Skwadz may be purchased as one choice from the FOC. No other changes needed. These little buggerz are great as is.

      Stikkbommaz - May purchase one Ork Bigbomm in addition to their three special weapons.

      Tankbustaz - May purchase up to 4 rokkit launchas, but at the same increased cost.

      Possible drop in points value for the boyz in general.

      Fast Attack Changes

      Trukkboyz - Are only entangled on 6+, squad size increased to 15.

      Warbikes - Drop in points value by at least 5+ points. Assault bikez gain a choppa and an additional CCW.

      Heavy Support Changes

      Dreadnaughtz - General points reduction, +1 attack. May purchase additional close-combat arms as opposed to additional weapons, and gain +1 attack for each. May also make use of grot riggerz. (Note: Killa kanz will not change in the slightest, just Dreadnaughtz).

      Lootaz - May make use of any Imperial (read: SoB, ImpGuard, SMurfs, Xenohunters, Demonhunters, witchhunters, what have ye) tech, as well as select Tau and Eldar gear. The 'Oops... sorry mate' rule is only rolled if you move and fire your looted weapons. Heavy Weapons may be fired on the move, but get you an 'Oops' roll on 1-2. The Oops hit may be given to ANY ork unit within range, saving grots (they're too small a target!).

      Big Gunz - Drop to 20 points each. Gain the special rule that the attatched slaver or mek may fire independently of the krew.

      Looted Vehicles - Any and all Imperial tech is lootable. Yes ladz, now you too can have your very own Landraider Crusaider.

      Wargear Changes

      Mega-Armour - Confers a +1 increase to toughness to wearer (although this does not count towards insta-kill). May be armed with a powerklaw and shoota, as well as any vehicle weapon. Another possible option may be to arm them with 'Uge Choppas as base, and have them move to a powerklaw. Still must make checks as though moving through difficult terrain as normal. (Errata - may purchase the Spikes n Blades vehicle upgrade?)

      'uge Choppa - Counts as a two-handed HCCW that confers +2 S and strikes at initive OR two-handed CCW that confers +2 S, rends, and strikes last. The Nob may not fire the same round he chooses to use it to rend. (The Warboss' rulez superceed this).

      Zzap Gunz - Treat as an AP1 gun, same stats as before.

      Kustom Mega-Blasta - May be fired on the move, but gets hot on 1-2. If mounted on a suit of Mega-Armour (only availible to Big Mek or to a Warboss that choses the Bad Moon background), it gets hot normally.

      Ork Bigbomm - Little more then three or four Tankbusta bommz taped, nailed, and welded together, treat this as a Detcharge with the following profile - S6(7?), AP3, Heavy 1, Large Blast Marker. Once used, it's gone for good.

      Wartrukk - May hold up to 15 models. (?)

      Kustom Kombi-Weapon - Yet another sheer marvel of Ork mayhem, the Kustom Kombi-Weapon is only found in the arms of Mekboyz (mostly because any self respecting ork would have nothing to do with it). Opperating on the same principle of the Zzap gun, the Kombi-Weapon belches forth a stream of energy that can vaporize anything that it touches... or reflect harmlessly off of the lighest armor. Stats - Strength 2+d6, AP d6+1, Assault 1 Range 24". On a roll of 1 to hit, place the small blast template over the unit and all those that are touched by it must make a save against half of that blast's toughness as it overheats.

      Backgrounds for Warbosses

      Goff - Furious Charge, or something like it, only different. Mostly different.

      Evil Sun/KoS - Skilled Rider if mounted on a warbike, gains the Trukka special rule if not.

      Snakebite -
      Bad Moon - Can take a twin-linked version of a Kustom Mega-Blasta.

      Blood Axe - May Infiltrate, gains Scout special rule.

      Deathskull - Gains the Tankhunting skill (or something like it).

      Freeboota - Not entirely sure...


      manches sind gerüchte,anderes wünsche,einiges fiktion
      aber schön wär so manches :rolleyes:[/list]
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      Orkze mit S4, jawohl spacies zieht euch warm an +muahahahahaha+
      Klans so wie ordenswesenszüge zu gestalten, auch gut ;)
      +baldverstaubteorkzeabstaubengeh+
      Na sind aufjedenfall interessante gerüchte!
      Exitus Acta Probat - Der Zweck heiligt die Mittel

      --Unbemalte Armeen haben keine Seele--

      ARIADNA, zum Gewinnen geboren.
      Original von ezekiel04
      ...
      naja
      hört sich an wie wenn die orkze mal wieder einen neuen höhenflug "erleiden"


      "neuen höhenflug"? Seit dem Zusammenbruch 2000 gabs ja nicht wirklich was ausser der KoS-Liste im Codex Armageddon die ja nur einen Teilaspekt der Orks wiederspiegelt.

      Klingt alles vielversprechend und teilweise plausibel. Allerdings muss ich auch nach der Quelle fragen, sonst ist das Ganze ja nicht ernstzunehmen. :)
      Battle Brush Studios - Figurenmal-/bau-/umbau-Service seit 2010: battlebrushstudios.com/
      mir für meinen Teil hätte



      Toughness 5 Warboss
      Stength 4 for the standard orkz
      Rending Choppas ('uge Choppas, though...)
      Any and all increases in the ork ballistic skill



      völlig gereicht .... aber wenn auch nur die hälfte davon zutrifft ist das ja mal ...wie soll ich sagen ... WAAAAAAAAAAAAAAAAAAAAAGH :D

      hmmmm sämtliches Imperiales Zeug erbeuten ... Juhu .... endlich Orkzä in Landspeedern :P
      erst wenn das letzte Modell bemalt
      das letzte Base gestaltet
      das letzte Turnier bestritten

      werden unsere Frauen feststellen, dass andere Hobbies auch nicht weniger kosten




      :D
      mir wird gleich übel...:) 8)
      #
      aber gut erstens abwarten wie das wirklich kommt und zweitens würde es zeit werden für mehr orks am schlachtfeld. nix gegen Marines, weil ich bin ja auch marines süchtig, aber es beginnt mich zu langweilen.....mehr solche 40k ÖMS (4x gegen meinesgleichen gespielt, also loyale marines und einmal gegen impse.....) und ich mache vor langweile den deckel zu....

      cheers
      tom
      Mensch Oli ... lern doch mal die Regeln ... seit wann sind Trikes Fahrzeuge? ...

      das könnte man höchstens als Conversion hernehmen, den Boss-Bika auf nen SM-Trike setzen ...
      erst wenn das letzte Modell bemalt
      das letzte Base gestaltet
      das letzte Turnier bestritten

      werden unsere Frauen feststellen, dass andere Hobbies auch nicht weniger kosten




      :D
      Einiges klingt durch aus gerecht.

      Nur manches klingt wenn mans genau liest und kombiniert böse

      Orks mit S4 und Spalta - BÖÖÖSE und mit Waaghtest sogar Stärke 5

      Bosse mit Stärke 6 Rending und Ini 4 wenns den Test schaffen hmmm
      wenns das mit dem Waaghtest und +1 Stärke auch für Bosse gibt , können sich auch Phantomlords warm anziehen ich sag nur S7 auch ohne Energieklauen und Energiefaustregeln :rolleyes:

      aber schau ma mal was davon umgesetzt wird und was Gerücht bleibt :D
      --Hail to the Emperor!--
      Only the Strongest survive

      Bisherige HdR Kampftropäen: 3 Mumakschädel :D
      WoW-Member

      W40k:
      Space Marines [Own Chapter] 2000-2500Pkt
      Dark Eldar: ca 2000 Pts (Derzeit nur Whych Cult bemalt)
      WHFB:Waldelfen 1000 Pts / Aufbaustadium
      HdR Hochelben, Rohan
      Confrontation Greifen von Akkylanien ( ca 600 / 800 Pts )

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „LordMaccrage“ ()

      meine informanten mögen es nicht,genannt zu werden^^
      nein,ist von vom dakkaforum(für alle,die mal ein turnier gewinnen wollen oder wissen wollen,WAS kranke listen sind,dort ist eure heimat*g*:D) und eine mischung aus wnschen und gerüchten:)
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      sehr gespannt bin - also wenn nur die hälfte dieser meist sinnvollen änderungen in den codex kommt wirds zeit auch mal nen gescheiten waagh auszuheben :D

      nene orkse sollten schon stärke 4 und nen 6+ ich komme wieder wurf haben allein schon was man immer so in den geschichten liest wär das nur fair :D



      Das Leben ist wie die Seife in einer Gefängnisdusche!


      Könnten den Orks alles nur gut tun im Moment, denn derzeit sicher doch sehr benachteiligt in vielerlei Hinsicht.

      mfg Bernd
      Weisheiten des Hobbys:
      Matthias: Lern doch endlich mal die Regeln Junge
      Ultramar: Würfeln = Taktik
      Gerald: Rerolls sind völlig überbewertet
      Milan: Weil ich es kann
      Sven: Da scheiß ich drauf

      Member of Team "no mo walking"