Hi, well I recently found the Ork fleet list that was recently taken off of the web site. I know that alot of people did not like that list but it did have some good ideas in it and it got me thinking. So I came up with the list below. I tried to improve the Ork list based on them having lots of cheap ships and lots of boarding capabilities. I also added several new ships, the Gouga and the Bludgeon I found on other web sites. While the Assault Rok, the Grunt MkII (an alternate to the Grunt found in the article I mentioned above), and the Frenzy are all new ships that I have come up with. I have conversions for all of them and will try and get an article up some time, though I need to get more bitz from GW. Please let me know what you guys think, particularly about the special rules and the new ships.
Alternate Ork Waagh Fleet list
Special rules
Young Gunz While not technically skilled, Orks do possess boundless enthusiasm for fighting, and mobs of young Orks, eager to prove themselves to their elder and larger peers often pack themselves aboard rickety old escort vessels and tag along to any battle they can find. Any Ork escort skwadron with a Leadership of 5 or 6 gets a bonus escort ship added for free, demonstrating quantity has a quality all of its own. The free escort can be any class of Ork escort chosen from the fleet list which has a cost equal to, or less than, that of the cheapest escort paid for in the skwadron.
All Ahead Full Special Orders One thing Orks need very little encouragement to do is go fast. Their ships commonly mount a plethora of excess (and excessive) thrusters, boosters and extra drives ? usually all wired up to a prominent red button in the cockpit. Because of this, Orks do not need to pass a Command check to use All Ahead Full special orders. However, Ork drives are less efficient than those of other races and are often short on fuel, so they only travel an extra 2D6cm on All Ahead Full orders instead of 4D6cm.
ORK WEAPONS Ork weapons are mostly limited to fairly crude but efficient slug-throwers and missiles, mixed with other captured weaponry salvaged from hulks and defeated ships. The effectiveness in battle of Ork firing varies wildly from moment to moment as different weapons break down or are repaired, or even improved during combat.
Gunz Standard Ork weapons batteries are referred to as ?gunz?. These have a random firepower which is rolled each time they are fired. The dice roll and modifier for different gunz is indicated on the Ork ship?s characteristics.
Heavy Gunz The Orks commonly mount massed batteries of very powerful but short ranged weapons on their ships, as well as more standard weapons batteries. At close ranges, the barrage of fire from these weapons has spelled the doom of many ships. Heavy gunz roll to hit like ordinary weapons batteries. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.
Torpedo Launchers As with their gunz, Ork torpedoes can vary wildly in their effectiveness. The Strength of a salvo from an Ork torpedo launcha is randomly generated each time it is fired by rolling the dice indicated on its characteristics. Ork ships in squadrons may not combine torpedoes into larger salvoes.
Launch Capacity As the Orks have variable launch capacities on some of their ships the total number of launch boats and fighta-bommas that can be on the table at any one time is equal to the maximum possible launch capacity of the Ork fleet.
Fighta-bommerz Ork attack craft are known as Fighta-bommerz and perform the roles of both interceptor and bomber. They carry heavy bombs and rockets for attacking at close range, but gladly pounce on other attack craft they encounter. This hybrid approach means that they function as fighters normally but can attack ships as if they were bombers. When making an attack run the Fighta-bommerz function exactly as bombers, except that they roll only a D3, not a D6, for the number of attacks they inflict. Because the Fighta-bommerz also act as fighers any that were not shot down by the turrets are used to suppress the turrets on the target ship.
Assault Boats Ork assault boats are rather crude constructions, little more than large metal shells crammed full of eager Ork boyz which are hurled unceremoniously towards enemy vessels, more akin to a boarding torpedo than the sophisticated assault boats of other races. Ork assault boat waves have a speed of 20cm and only limited steering capabilities, so move like boarding torpedoes.
Hit and Stay Orks love close combat and are reluctant to disengage. Upon completion of a successful hit-and-run attack a fire critical is applied on a d6 roll of 4+ to represent the rampaging Orks still inside the ship.
Boarding Orks are ferocious close combat opponents and exceptionally good at boarding actions, where their brute strength and hardiness is most useful. To represent this, they get a +1 bonus in boarding actions. Additionally, the Orkish enthusiasm for fighting means that they usually don't disengage from a fight, even if it means being left behind. To represent this an Ork ship which has won at least one round of a boarding action and then disengages leaves behind d3 fire criticals to represent the rampaging Orks still inside the ship.
Escort Carriers Escort ships which have launch bays may run out of ordinance. To represent this when taking a leadership test for reloading and a double is rolled the ship still reloads that turn but may not attempt to reload again.
At least one Warlord and as many as one per 500 points or part there of must be included in an Ork fleet list. Each warlord must be added to the largest ships available based on movement class. Ie they must be assigned to hulks first then battleships then kroozers then escorts. Each warlord costs 20 points and has a re-roll and may buy one or two additional re-rolls for 20 points each.
A vessel carrying a warlord adds +2 to it's boarding value and may include one upgrade for each re-roll that he has. The upgrade may be purchased from the following table. Alternatively, pay 15 points for each upgrade and roll a 2d6 on the following table to determine what the upgrade is. No upgrade may be taken more than once, if rolling simply re-roll the dice. Escorts may not be given upgrades.
2 ? 15 points ? Telliporta ? hit and run attacks may be made at 30 cm 3 ? 25 points ? Extra Hull Plates ? one extra hull point 4 ? 20 points ? Looted Torpedoes ? ship may re-roll it's dice for strength of torpedo salvo (re-roll if ship does not have torpedoes) 5 ? 15 points ? Big Boostas ? ship moves +5 cm and 4d6 on all ahead full 6 ? 25 points ? Extra Turrets ? two extra turrets 7 ? 30 points ? Extra Power Fields ? one extra shield 8 ? 25 points ? Assault Boats ? d2 assault boats launch capacity is added to the dorsal armament even if the ship does not have a launch capacity. Note: only assault boats may use this launch capacity. 9 ? 20 points ? Maniac Gunners ? the ship may re-roll the dice for the firepower of its gunz. 10 ? 10 points ? Mega Armored Boarding Parties ? +1 modifier on boarding 11 ? 15 points ? Mad Meks ? ship may re-roll it's dice for damage control 12 ? 10 points ? Prow Ram ? add one dice on ramming and add +1 to all ramming dice rolls
Any number of Krooza's may be taken
Ork Kill Kroozer.......................135 points Ork Terror Ship.........................165 points Gouga........................................90 points
One battleship or battlekrooza may be taken for every two kroozas. Only one of each of the battleships may be taken.
Slambasta..................................295 points Gorbag's Revenge.....................310 points Dethdeala..................................275 points Kroolboy...................................260 points Hammer Class..........................245 points
One Ork Hulk may be taken per 1500 points or part there of.
Ork space hulk..........................600 points
Any number of Roks may be taken
Rok...........................................80 points Assault Rok..............................90 points
Any number of escorts may be taken
Ork Onslaught attack ship.........40 points Ork Savage gunship..................35 points Ork Ravager attack ship............30 points Ork Brute ramship.....................25 points Ork Bludgeon attack carrier.....30 points
One Bigga escort may be taken for every two escorts
Ork Grunt Mk II assault ship.....50 points Ork Frenzy assault ship.............65 points
Assault Roks.......................................................................90 pts type/hits speed turns shields armor turrets Defence/8 10cm Special 1 5+ 1 armament range/speed firepower/str fire arc Heavy Gunz 15cm 4 all around Gunz Battery 45cm D6 all around Landing Bays Fighta-Bommas:25cm 2D3 - Assault Boats:20cm
Grunt MkII assault ship....................................................................50 pts type/hits speed turns shields armor turrets Escort/2 20cm 45 1 4+/6+front 1 armament range/speed firepower/str fire arc Heavy Gunz 15cm 4 L/F/R Gunz 30cm 2 L/F/R Notes: Grunt assault ships are larger and more resiliant than other escorts and are designed to close with enemy ships and board them. To represent this a Grunt assault ship counts as having 4 times its number of hits when resolving a boarding action. The Grunt may be sqwadroned with other escorts, criticals destroy it as normal and it may be crippled.
Frenzy assault ship...........................................................................65 pts type/hits speed turns shields armor turrets Escort/2 20cm 45 1 4+/6+front 1 armament range/speed firepower/str fire arc Gunz 30cm D6 L/F/R Landing Bay Assault Boats:20cm D3 - Notes: The Frenzy may be sqwadroned with other escorts, criticals destroy it as normal and it may be crippled.
Well thanks for reading, if you actually managed to get this far. Any comments are welcome. Also any suggestions for ships to add would be cool.
On a final note, as the rule book does not specifically disallow combining of weapons systems before applying blastmarkers I the heavy weapons rule above does not suffer from these effects unless applied by a separate ship/squadron.
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