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Ork Fleet rewrite

 Post subject: Ork Fleet rewrite
PostPosted: Tue Mar 07, 2006 12:46 am 
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Location: The madhouse (also known as RMC)
(also posted on the SG forums)

Hey!

As my Ork fleet is growing beside my already impressive IN fleet, I've developped quite an interest with the green dudes (no, not the Ninja Turtles). Since a lot of people consider them to be underpowered (and I agree), I decided to rewrite the fleet list. So far, I've rewritten the special rules and the BBB ship listing (though I can't post it here since it's in excel). Some of the rules have been kicking around for some time, others are new. Here they are; please let me know what you think.

Ork Special Rules

Ork ?Leadership?: While Orks approach space combat with the same violent glee they reserve for all forms of combat, the technical nature of the fighting is often at odds with their primitive understanding of tactics and technology. All Orks ships reduce their leadership by ?1 from whatever they rolled, giving them a leadership between 5 and 8.

All Ahead Full Special Orders: Orks love to go fast, so they will pass the Command check for All Ahead Full special orders automatically. However, because Ork drives are less efficient than those of the other races, capital ships only go 2D6cm and escorts 3D6cm further than usual instead of 4D6cm as is normally the case.

?Rammin? Speed!?: In conjunction with their love of speed, Orks love to hit things with big things. The bigger the thing they hit the other thing with, the better. Thus, ramming the enemy is considered a very Orky thing to do. Orks attempting to ram an enemy ship will put all of their (limited) concentration on pulling it off and thus receive a bonus of +1 to their leadership for the sole purpose of ramming Leadership checks.

Hit and Run Attacks: Though Ork hit and run attacks tend to be very violent in nature, the lack of proper discipline and good order among the assaulting troops means that the strikes tend to be somewhat less than surgical. Thus, Orks suffer from a ?1 malus to their dice rolls from Hit and Run attacks, meaning that a roll of 1 or 2 will fail.

Tellyportas: Orks have an uncanny ability to create very powerful teleporters, surpassing those of the Imperium. Orks can make Teleport Hit and Run attacks on a ship up to 15cm away instead of just up to 10cm away, as is the common rule.

Boarding: Though the Ork?s hit and run attacks tend to be somewhat inefficient due to their lack of discipline (and the relatively small number of boyz they can cram into boarding torpedoes and assault boats), full on boarding actions tend to be devastating, as wave after wave of boyz rampage across the enemy vessel. To represent this renowned savagery, Orks get a +1 bonus in boarding actions.

Turrets: Orks are well known for strapping guns to everything. Thus, attacking Ork ships is a daunting process for enemy attack craft pilots. Fortunately for them, Ork accuracy is not quite up to the standard of the other races. Ork turrets only shoot down incoming torpedoes and attack craft on a roll of 5 or 6 instead of 4,5 or 6 as is the normal rule. They are affected normally by Eldar torpedoes and attack craft since the only way of hitting them is through sheer luck in the first place.

Ork Power Fields: As with many Ork technological designs, Ork shields are very powerful but equally unreliable. Aside from escorts, Ork ships must roll for the number of shields available each time they get hit by enemy non-ordnance weapons (weapons batteries, lances, etc). Substract one shield for every Blast Marker in contact with the ship?s base. Apply damage for each hit that is not stopped by a shield normally.

Example: A Kill Kroozer has D3 shields and his fired upon by a Lunar class cruiser. The Lunar fires its weapons batteries and scores 2 hits. The Ork player throws a D3 and rolls a 3. Thus, both hits are absorbed by the shields and 2 Blast Markers are placed touching the ship?s base as per normal. The Lunar then fires its lances and scores a further 2 hits. The Ork player rolls another D3 and gets a 3. Because the Kroozer already has 2 Blast Markers in contact with its base, the Ork player substracts 2 from the number rolled, giving the Kroozer only one shield. One of the hits is absorbed by the shield (place another Blast Marker) and the other one causes one point of damage on the Kroozer. Since the Kroozer now has 3 Blast Markers on its base, every further hit will affect it directly until it moves out from contact with them in its own movement phase.

Ork Weapons

Gunz: Ork refer to weapons batteries as ?gunz?. They have random firepower which is rolled for each time they are fired.

Heavy Gunz: Ork heavy weapons batteries are designed for extremely close range firing. In game tems, they have two profiles:
-When fired at a target in range within 15cm, the heavy gunz follow the rules for weapons batteries except that they do not count gunnery modifiers for range or blast markers and each hit scored causes two hits on the target instead of just one.
-When fired at a target in range over 15cm, the heavy gunz count as normal gunz and can be combined with them.

Torpedo Launchaz: Ork torpedoes are very crude in design. The strength of a slavo is rolled for each time they are fired. Ork ships fitted with torpedo launchas carry standard and boarding torpedoes. Ork boarding torpedoes may not turn, unlike normal boarding torpedoes. Ork squadrons may not combine torpedo into larger salvoes.

Ork Attack Crafts: Ork attack crafts can be separated in 4 broad categories: fightas, bommas, fighta-bommas and assault rokkits:
-Fightas follow the normal rules for fighters and may suppress enemy turrets when combined with bommas or fighta-bommas as per the normal rules.
-Fighta-bommas are basically just fightas strapped with heavy rockets and small bombs under their wings. They act as normal fightas but when they contact an enemy ship, they become bombers. Due to the relative lightness of their armament, they only roll a D3 to determine their number of attacks instead of a D6. Also, Orks piloting fighta-bommas against ships will not waste their time suppressing enemy turrets. Therefore, fighta-bommas must be accompanied by fightas to benefit from the turret suppression rule. Fighta-bommas may not escort other attack crafts themselves.
-Bommas are huge crafts that are only carried by the bigger Ork ships. Because of their size and sluggishness, they are easier to shoot down than normal bombers. Thus, enemy turrets add +1 to their dice roll for shooting them down (meaning that they will usually hit them on a roll of 3, 4, 5 or 6). On the other hand, the monstrous size of the bommas allows them to carry a heavier payload than normal bombers and will thus carry out D6 + D3 attacks instead of the standard D6 bombers usually get.
-Assault rokkits are the Orkish version of assault boats; they are basically bigger (huge, actually) boarding torpedoes with more ?sophisticated? controls. They follow the same rules as assault boats but the rocket engine only has enough fuel for a short burn, which in game terms means that it only has one full game turn (so two ordnance phases) to reach a target before being out of fuel. Remove out of fuel assault rokkits from the tabletop. Because they are so fast, assault rokkits may not be escorted by fightas.

Note: To represent the four types of attack crafts, use the fighter markers for fightas, the bomber markers for bommas, the assault boat markers for fighta-bommas and a single torpedo for assault rokkits.

IMPORTANT NOTES:
-Kroozers will have D3 shields, Battleships 2D3, Hulks D6+D3
-Kroozers will have 3 turrets, Battleships 5, Hulks ?
-Assault rokkits will have a speed of 35-40cm
-Boarding torps will have a standard speed of 30cm.

_________________
All ahead flank!


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 Post subject: Ork Fleet rewrite
PostPosted: Tue Mar 21, 2006 3:10 pm 
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hmm it looks to me like you're making orks weaker with these rules.    I think the no modifiers for the heavy guns is good, but i would like to see the range increase to 20cm AND no shifts in the table.  I think that would just about fix orks on its own.


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 Post subject: Ork Fleet rewrite
PostPosted: Wed Mar 22, 2006 1:25 am 
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1. i think all orks should have the option of more dakka (increase their turret value by one or hit on 3+). don't like your reduction of the turret attack capability.

2.  i think orks should be able to squadron any class of ships together and not be limited to 6 per squadrons as a space mob rule


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 Post subject: Ork Fleet rewrite
PostPosted: Wed Mar 22, 2006 6:25 am 
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yea the turret thing really hurts orks as we are weak with that already.  escorts with 2 damage points would be great also :)


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