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 Ork Fandex

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Herald of the Lost
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Posts : 94
Join date : 2010-10-22
Age : 37
Location : Chatsworth

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PostSubject: Ork Fandex   Ork Fandex EmptyThu Nov 25, 2010 11:43 pm

I submit this bloody hunk of steak to you ravenous rules tigers.

To put this in context,

Imperial Guardsman- Weapon Skill 3Balistic Skill 3Strength 3Toughness 3Wounds 1Initiative 3Attacks 1Leadership 6
Space Marine- Weapon Skill 5Balistic Skill 5Strength 4Toughness 4Wounds 1Initiative 5Attacks 2Leadership 9

ARMY SPECIAL RULES
Waaagh!
- Call a Waaagh at the start of one of your own turns. Until the start of your next turn, all of your units pass regrouping tests automatically and gain the Fearless and Furious Charge special rules.

Mob Rule
- A long as a unit with this rule includes a number of models higher than its Leadership characteristic, the unit has the Stubborn special rule.

PSYCHIC POWERS
If an Ork psyker suffers an unsaved wound from Perils of the Warp, immediately place a Blast template centered on the psyker. All models hit by the template also suffer a Perils of the Warp attack.

Frazzle
- used in the Shooting phase; requires a psychic test
- provides ranged attack (T; S6; AP3; A1)

Zzap
- used in the Shooting phase; requires a psychic test
- provides ranged attack (24”; S9; AP2; A1; Blast)

Warpath
- used in the assault phase; requires a psychic test
- Confers the Furious Charge and Counter Attack special rules

’Ere We Go
- used at the start of the turn; requires a psychic test
- immediately place the psyker and its unit in Reserve and then immediately redeploy them using the Deep Strike special rules

Fist of Gork
- used in the assault phase, requires a psychic test
- Psyker counts as being equipped with a power fist that does not attack with an initiative penalty

Eye of Mork
- used in the assault phase, requires a psychic test
- Psyker and its unit gain the Preferred Enemy special rule against all enemy units

ARMORY
Gunz
Big Shoota (24”; S5; AP5; A3)
Boomgun (36”; S8; AP3; O1)
Burna (T; S4; AP5; A1)
Grot Blasta (12”; S3; AP-; A1)
Grotzooka (18”; S6; AP5; H1; Blast)
Kannon (36”; S4; AP5; H1; Blast) or (36”; S8; AP3; H1; Rending)
Kustom Mega Blasta (24”; S7; AP2; H1; Blast)
Lobba (60”; S5; AP5; H1; Large Blast)
Rokkit Launcha (24”; S8; AP3; A1)
Shokk Attack Gun (as current)
Shoota (18”; S3; AP6; RF)
Skorcha (T; S5; AP4; A1)
Slugga (12”; S3; AP6; P)
Zzap Gun (36”; S7+D3; AP4-D3; H1)

CC Weapons
Big Choppa (two-handed cc weapon, +2 Strength)
Choppa (cc weapon)
Grabba Stikk (cause one model in base contact to lose an Attack)
Grot Pod (always wounds on a roll of 4+)
Power Klaw (power fist)
‘Urty Syringe (poisoned attacks [2+] )

Armor
Armor Bitz (6+ armor save)
‘Eavy Armor (4+ armor save)
Mega Armor (2+ armor save; +1 to Strength [after other modifiers] and Toughness [not used for Instant Death] )

Equipment
Ammo Runt (Once per game, model counts all shooting as twin-linked)
Attack Squig (adds 1 to model’s Attacks)
Bosspole (Adds 1 to the unit’s Leadership)
Cybork Body (5+ invulnerable save)
Mega Boosta (grants unit with Mega Armor the Fleet special rule)
Rokkit Pack (unit counts as Jump Infantry, gains ‘Ere We Go rule)
Stikkbombz (frag grenades)
Warbike (counts as Bike with twin-linked big shoota and gives Exhaust Cloud rule, which is not cumulative)

More Dakka (adds 1 shot to weapon profile)
Shootier (adds 1 to weapon Strength)
Blasta (subtracts 1 from weapon AP)

Vehicle Equipment
‘Ard Case (vehicle counts as close-topped)
Armor Plates (adds 1 to the vehicle’s armor values)
Grabbin’ Klaw (as current)
Grot Riggers (as current)
Red Paint Job (as current)
Reinforced Ram (adds 1 to Strength when Ramming, if already Strength 10 allows vehicle to roll 2D6 when ramming)
Stikkbomb Chukka (disembarking unit counts as having stikkbombz)
Wreckin’ Ball (as current)

HEADQUARTERS
Grand Warlord
Weapon Skill 7Balistic Skill 2Strength 5Toughness 5Wounds 3Initiative 5Attacks 4Leadership 10
- Da Big Boss: Can take Nobz or Mega Nobz as Troops and/or Elites
- Kunnin’ and Brutal: You may add 1 to any roll to seize the initiative or roll to determine table edge for an outflanking unit
- Can take one unit of Mega Nobz or Nobz as a retinue that doesn’t occupy FOC slot

Warboss
Weapon Skill 6Balistic Skill 2Strength 5Toughness 5Wounds 2Initiative 4Attacks 3Leadership 9
- Can take one unit of Mega Nobz or Nobz as a retinue that doesn’t occupy FOC slot

Big Mek
Weapon Skill 5Balistic Skill 2Strength 4Toughness 5Wounds 3Initiative 4Attacks 3Leadership 8
- Can take a Mega Nob Mob, Nob Mob, or Mek Boy Mob as a retinue that doesn’t occupy an FOC slot

Mekboss
Weapon Skill 4Balistic Skill 2Strength 4Toughness 4Wounds 2Initiative 4Attacks 2Leadership 7
- Can take a Mek Boy Mob as a retinue that doesn’t occupy an FOC slot

Mad Dok
Weapon Skill 5Balistic Skill 2Strength 4Toughness 5Wounds 3Initiative 4Attacks 3Leadership 8
- Time Ta Operate!: Confers Feel No Pain on his unit
- Can take a Mega Nob Mob, Nob Mob, or Cybork Mob as a retinue that doesn’t occupy an FOC slot

Painboss
Weapon Skill 4Balistic Skill 2Strength 4Toughness 4Wounds 2Initiative 4Attacks 2Leadership 7
- Time Ta Operate!: Confers Feel No Pain on his unit
- Can take a Cybork Mob as a retinue that doesn’t occupy an FOC slot

Warp ‘Ead
Weapon Skill 5Balistic Skill 2Strength 4Toughness 5Wounds 3Initiative 4Attacks 3Leadership 8
- Knows three psychic powers
- Can take a Weird Boy Mob or Mad Boy Mob as a retinue that doesn’t occupy an FOC slot

Weirdboss
Weapon Skill 4Balistic Skill 2Strength 4Toughness 4Wounds 2Initiative 4Attacks 2Leadership 7
- Knows two psychic powers
- Can take a Mad Boy Mob as a retinue that doesn’t occupy an FOC slot

ELITES
Mega Nobz Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7
- Infantry
- Big Shootas; Power Klaws; Mega Armor

Nobz Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7
- Infantry
- Sluggas; Choppas; Armor Bitz

Burna Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Burna Boy)
- Infantry
- Burnas; Choppas; Armor Bitz

Kommando Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Infantry
-Sluggas; Choppas
- Infiltrate; Move Through Cover; Stealth

Mek Boy Mob
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Infantry
- Sluggas; Choppas; Armor Bitz

Cybork Mob
Weapon Skill 3Balistic Skill 2Strength 3Toughness 5Wounds 1Initiative 2Attacks 1Leadership 6 (Cybork)
- Infantry
- Sluggas; Choppas; Armor Bitz; Cybork Bodies
- Feel No Pain

Weird Boy Mob
Weapon Skill 3Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Cybork)
- Infantry
- Sluggas; Choppas; Armor Bitz
- Unit takes one Ork psychic power

Mad Boy Mob
Weapon Skill 3Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Mad Boy)
- Infantry
- Choppas; Armor Bitz
- Furious Charge; Fearless; Crazed (Rage unless accompanied by an Independent Character)

TROOPS
Shoota Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Infantry
- Shoota; Choppa; Armor Bitz

Slugga Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Infantry
- Sluggas; Choppas; Armor Bitz

Gretchin Mob
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Runtherd)
Weapon Skill 3Balistic Skill 2Strength 2Toughness 3Wounds 1Initiative 3Attacks 1Leadership 5 (Gretchin)
- Infantry
- Grot Blastas; CC weapons
- Move Through Cover; Stealth; It’s a Grot’s Life (Add 1 to any cover say that the Gretchin Mob confers on another unit)

FAST ATTACK
Storm Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Jump Infantry
- ‘Ere We Go!: Turbo Boost, but take a dangerous terrain test

Biker Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Bikes with twin-linked Big Shootas; Choppas; Armor Bitz
- Scouts; Exhaust Cloud (Add 1 to any cover say that the Biker Mob confers on another unit)

Boar Boy Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Cavalry
- Boars (Furious Charge; +1 Attack)
- Sluggas; Choppas; Armor Bitz

Deff Kopta Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Jetbikes
- Twin-linked Big Shoota (18”; S5; AP5; Assault 3)
- Hit & Run; Scouts

Warbuggy Mob
Balistic Skill 2:fa10::sa10::ra10:
- Twin-linked big shoota

Looted Wagon
Balistic Skill 2:fa11::sa10::ra10:

HEAVY SUPPORT
Loota Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- Big Shootas with one free upgrade (More Dakka, Shootier, or Blastier)
- Can take further upgrades

Tankbusta Mob
Weapon Skill 5Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 7 (Nob)
Weapon Skill 4Balistic Skill 2Strength 3Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
- All equipped with Rokkit Launcha

Big Gunz Battery
Weapon Skill 4Balistic Skill 2Strength 4Toughness 4Wounds 1Initiative 3Attacks 1Leadership 6 (Ork Boy)
Weapon Skill 3Balistic Skill 2Strength 2Toughness 3Wounds 1Initiative 3Attacks 1Leadership 5 (Gretchin)
- Kannons, can be replaced with Lobbas or Zzap Guns

Killa Kan Mob
Balistic Skill 2:fa11::sa11::ra10:

Deff Dred
Balistic Skill 2:fa12::sa12::ra10:

Battlewagon
Balistic Skill 2:fa12::sa11::ra11:

Big Battlewagon
Balistic Skill 2:fa13::sa12::ra12:

Squiggoth
Weapon Skill 4Balistic Skill 2Strength 7Toughness 6Wounds 6Initiative 3Attacks 4Leadership 5
- Furious Charge; Fearless; Thundering Monster (moves as a Beast but cannot use the Fleet rule)
- transports 10 models (cannot carry models in mega armor)

DEDICATED TRANSPORTS
Trukk
Balistic Skill 2:fa10::sa10::ra10:

Looted Wagon
Balistic Skill 2:fa11::sa10::ra10:

Battlewagon
Balistic Skill 2:fa12::sa11::ra11:

Big Battlewagon
Balistic Skill 2:fa13::sa12::ra12:
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yabba
Novice Scribe
Novice Scribe



Posts : 49
Join date : 2010-10-25

Ork Fandex Empty
PostSubject: Re: Ork Fandex   Ork Fandex EmptySun Nov 28, 2010 8:10 am

Herald of the Lost wrote:
HEADQUARTERS
Grand Warlord
Weapon Skill 7Balistic Skill 2Strength 5Toughness 5Wounds 3Initiative 5Attacks 4Leadership 10
- Da Big Boss: Can take Nobz or Mega Nobz as Troops and/or Elites
- Kunnin’ and Brutal: You may add 1 to any roll to seize the initiative or roll to determine table edge for an outflanking unit
- Can take one unit of Mega Nobz or Nobz as a retinue that doesn’t occupy FOC slot
Heya mate, thanks for posting this.

Now, bear with me on this one. I don't agree with the Warlords Ld. I would drop it to 9 (Gazza being 10, and I kknow this might need a slight rework across the list). This is in part because Orks are still superstitious and prone to panic even at the highest levels. They are not overwhelmingly intelligent, tactical or capable of reason or sacrifice like Eldar, Marines and even Guard.
However they are without doubt the most warlike race, and a Warlord can only be a Warlord through having success and surviving. So I would give the Warlord counter attack USR. In addition I would also give every combat leader (Nob, Meganob, Warboss, Warlord) something like frenzy - an additional attack on the charge. Now what you have is an Ork leaser with a skill that represents his ability to win any challenges, and replicates that most necessary of Ork abilities, absolute frenzied dedication to the charge and the win.
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