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Re: Questions on Orks

Posted by Gold Bearer on May 23, 2018; 3:01pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Questions-on-Orks-tp7582393p7582405.html

I've been slowly working on other squad rules, this is what I've got for orks. I love orks, they're adorable. :)

ORKS

Squad
The squad (mob) consists of a nob and ten boyz or the nob and sixteen boyz if played using Mission Dreadnought. Two of the boyz have 'eavy weapons who have a maximum movement of four and are worth five points, two Burnas and two Heavy Plasma Cannons are available, four boyz have 'eavy weapons if you're using Mission Dreadnought, the other boyz have all the same stats as the alien player's orks. The nob has eight life points, an armour value of one, a maximum movement of six squares and is worth ten points.

Nob'z Weapons
Light Plasma Cannon + Choppa: Two white dice in hand to hand combat and shoots in the same way as a Plasma Gun but with a range of twelve squares.
Blasta + Power Choppa: Four white dice in hand to hand combat and shoots with one red dice.
Chainsword + Power Claw: One red and three white dice in hand to hand combat and can attack diagonally forcing the target to attack back with one less dice (white dice if they use both) and can be used to attack bulkheads destroying them on any score higher than zero with one red dice, rolling the rest of the dice if it scores zero.

Boy'z Weapons
Choppa: Two white dice in hand to hand combat. (All boyz)
Shoota: Shoots with two white dice.
Heavy Plasma Cannon: Shoots in the same way as a Plasma Gun except with two red and two white dice and can't be fired in a turn that you move.
Burna: Fired in a 1, 3, 5, 7, 11 cone shape with the first square being any of the eight surrounding squares and attacking all targets in the area of effect separately with one red and one white dice.

Orders
Get 'em: Boyz roll one extra white dice in hand to hand combat this turn and in each hand to hand combat during the alien player's next turn.
Waaagh: Orks roll one extra red dice in hand to hand combat but can't shoot this turn, Waaagh affects the nob as well.
Battle Frenzy: One boy can shoot twice, attack once in hand to hand combat and move once this turn in any order.
Death Frenzy: One boy can attack twice in hand to hand combat, shoot once and move once this turn in any order.

Equipment
Power Armour: The nob has an armour value of two.
Frag Stikkbomb: The nob can throw the Stickkbomb without using an action hitting a target square within twelve squares with the total of two red and two white dice, hitting targets in the eight surrounding squares with the red dice and targets in surrounding sixteen squares with the white dice, can be used once per mission.
Pain Boy: Nominate one Shoota boy to be the Pain Boy, if he is standing directly adjacent to your nob he can fully heal him, can be used once per mission.
Kustom Weapon: One Shoota boy is worth eight points and can fire their weapon as a Shoota or as a Heavy Plasma Cannon if you don't move during the same turn.
Combi-Scorcha: One Shoota boy is worth eight points and can fire their weapon as a Shoota or as a Burna.
Shooty Mags: Shoota boyz can shoot the same target twice if they don't move during the same turn.
Power Claws: The whole squad except for the nob (and Freebooter) roll one extra white dice in hand to hand combat.
Freebooter: The mob is joined by a Freebooter who has the same weapon choices and stats as the base nob except he has three life points and is worth five points, the Freebooter is unaffected by order cards and falls under the alien player's control and is treated like any other alien from now on if Equipment Malfunction is played on him.

Advanced Equipment
Dead Shooty Mags: Shoota boyz can shoot twice if they don't move during the same turn. Replace Shooty Mags.
Frag Grenades: The whole squad has an extra action this turn that attacks a target square within twelve squares using two red dice and hitting the surrounding squares with the highest dice, only one grenade type can be used in a single turn, can be used once per mission.
Krak Grenades: The whole squad has an extra action this turn that attacks any targets on 2x2 area at least one of which must be within twelve squares attacking with the total of two red dice, only one grenade type can be used in a single turn, can be used once per mission.