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With flash gits being renowned for being rubbish, I thought i would host a litte compitition, redesign the flash gits, post your entries here, then i will shortlist the top eight or so, then i will post a new poll in which you decide who should win.
Rules: You must adhere to the fluff of the unit.
You cant plagurise other people
Remember its not about making them ultra powerful just better and nicer to field, more akin to a primaris pysker then somthing godly.Good Luck!
If Slaanesh is the god of the Perverse, why does Nurgle have all the filth?
5 Flash Gitz (you may add up to 10 additional Flash Gitz for 18 points each)
WS 4 - BS 2 - S 3 - T 4 - W 1 - I 2 - A 2 - LD 7 - 4+
SPECIAL RULES: Mob Rule, Waaagh!, Furious Charge, Gold Plated, Targeters
TARGETERS: The Flash Gitz may, if they choose, fire their guns (Dakkaguns, KMBs, or Capt Badrukk's) as Heavy guns instead of Assault. If they do so, then their guns count as twin linked. Regardless, ammo grunts may not be used to re-roll a die that has already been re-rolled.
GOLD PLATED: the unit is both far too bulky and too shiny for its own good. Flash Gitz may never take cover saves, not even if they're within 6in of a Kustom Force Field. This rule also applies to any independent characters that join their unit.
EQUIPMENT: DAKKAGUNS - Range 18in - Str 5 - AP 4 - Type: Assault 2, rending, pinning, gets hot
Up to 3 Flash Gitz may exchange their dakkagun for a kustom mega blasta, for free.
The unit may take up to 3 ammo grunts for +5 points each.
The unit may take a 'Jolly Gorker' flag for +5 points, that counts as a bosspole. These wounds may never be assigned to Kaptin Badrukk (for obvious reasons).
The unit may include Kaptin Badrukk (see Ork Codex for description) for +135 points.
If the unit includes Kaptin Badrukk, the unit may include either a trukk or Battlewagon as a dedicated transport (same rules and costs as dedicated transport for nobz), that has the 'Badrukk's Party Wagon' special rule.
BADRUKK'S PARTY WAGON: This vehicle ignores both stunned and staggered results on the vehicle damage table, but never counts as being obscured, not even if it's within 6in of a kustom force field.
Last edited by mynameisgrax; April 7th, 2010 at 14:26.
"Any job worth doing, is worth doing with a powerklaw."
Be honest i have found flash gitz to pretty good. I use 20 of em with 2 upgrades(depends on enemy) and they are devastating and hard to kill even in combat. I would only like to see a better save due to there fluff of 3+ or maybe a 4+ and a 5++. I get those and im a happy camper. Maybe even a BS upgrade as they have targeters on guns as money can buy anything.
I'm away from my codex at the moment, so I may post a real entry later. Honestly, I'd say they would be good with just a few minor adjustments. For the sake of this thread, though, I'll make some more interesting adjustments. I like they're position as, IMO, Nob Lootas. The current 3 upgrades though are a garbage system that way overprices them.
Summary: As a current Flash Git fan, I'll post later!
Ive gone for a more mercenary theme and put in a bit more randomness to them, seems quite suited to them.
Good idea for a thead by the way.
5 models armed with snazzer gunz, may add an additional 6 models for 21 points each
Special Rules; Mob Rule, Wagggh, Furious charge, We Waznt paid for dis!
Snazzer Guns - Assault 2, S4 AP4 - Being obsesed with aquiring the best upgrades for their snazzer guns that teef can buy, its invariable that most of the parts of the snazzer guns dont work together very well. Because of this snazzer guns tend to be bit tempermental, and have a bad habbit of doing the wrong thing at the wrong moment.
Every time you go to shoot the Flash Gitz, select a bonus for the snazzer gun. Roll a D6, on a 1 your opponent picks the ability used instead.
Lots O' Dakka - the snazzer gun becomes a heavy 3 S5 ap4 gun
Eazi aimerz - the Flash gits BS is increased to 3 and the weapon becomes pinning
Ripper shellz - The snazzer guns become Ap3
We Wasnt Paid for Dis!
Being only loyal to their next trukkload of teef, flash gitz wont hesitate to flee if they feel like survival isnt looking likley. Therefore if Flash Gitz fail a morale check, they are unable to attepmt to re-group, even if circumstances would normally allow them to. The only time gitz may attempt to re-group is during a turn in which a WAGGHH! is called.
The unit may take kaptin badrukk for 85 points. The kaptin has a modified snazzer gun, Which has the following stat line. Assault 4, S5 AP3. Any shots from the Kaptin ignore cover, as the special flashy ammo detonates in a wonderful display of green pyrotechniks.
He has the following stat line
He also carries the kaptins hat, the epitomy of Orky Bling, the kaptins hat inspires any Gitz in the same unit giving them stubborn. It also has a razor sharp edge, meaning it can be thrown to reinstate order, exactly like a bosspole.
The unit may take a trukk or battle wagon as a dedicated transport. It may be given the following upgrade for 35 points.
Orky Talismans - Ranging from buzzing and beeping weaponry, to over shiny idols to Gork and Mork, the vehicle is a huge distraction. ANY unit within 6" (other than the gitz themselves) suffers a -1 penalty to BS
Last edited by Heirodule; April 8th, 2010 at 18:36.
Your friendly neighbourhood gargantuan creature
It's later now!
I'm going for a more 4th edition in-codex style than a 5th style like the other two. I also dislike the Mercenary/freebootas aspect of gits (Mine are just Loota Nobs, essentially) so I chose not to make that a focus point. As I said earlier, I like the spirit of the Gitz in the current book and am trying to find a way to make them useful, although still similar.
Elites (And if this was a codex redesign I'd move lootas to Heavy)
Flash Gitz 25 points per model
3-10 Flash Gitz
- 'Eavy Armor
Special Rules: Furious Charge and
- WOT?!: Flash Gitz are extremely Oblivious to they're surroundings because the love shooting so much and most are almost Deaf for hours after shooting their over-done Snazzguns. If there are more than 3 models left in a Flash Git Mob and they have shot in the previous turn, they gain Fearless.
- "Fine" tuning: Flash Gitz start with one of the following properties, Rolled for on the first Ork shooting phase. Instead of moving in the movement phase, the Flash Git mob can "Fine" Tune they're guns (Usually by beating components in with a rock or they're mate's helmet) and/or load special ammunition. This allows you to roll a new property to replace the current, although Fine Tuning cannot be used until after the Flash Git mob has shot at least once with the property(They do not need to hit anything) as the Gits are far too proud of they're kustomization not to at least try it out once. If you roll the same property you already have, you can choose which result you would like.
1: I payed too many teef fer this not to work!: The Snazzgun's unreliability shines through and no special properties are used.
2: Real Kustom-like: The Snazzgun's unstable plasma core is turned on, and now fires super heated munitions. It becomes AP 2, but gains Gets Hot!
3-4: I love da sound of me Shoota!: The Flash Gitz make a large production of deploying bi-pods and calibrating they're sights... before just unloading as much ammo as Orkishly possible. The Snazzguns Gain Twin-Linked, but can only be fired as Heavy 3.
5: Yer in fer a world of 'Urt!: Snazz guns are re-configured with barrel Extenders and larger ammo to make them closer to a Cannon than guns. The whole mob gains BS 3 and snazzguns are treated as Rending, but can only be fired as Assault 2.
6: Dis'll give 'em a scare!: The Gitz load a special grenade assembled by meks into an attached grenade launcher. The payload is made out of Virulent Squig-goo and small bits of shrapnel. This weapon can only be fired once per game, counts as poisoned and wounds on a 2+ and has the following profile: 36" S: - AP: 6 Blast 1, Pinning. Any unit that fails the pinning test first makes a fall-back move 2d6", regroups, then becomes pinned, as they try to escape the Horrible Oder and Disgusting presence of the grenade's goo. After shooting the grenade the weapons are treated with they're normal profile, even if a 6 is rolled again.
Snazzgun: 24" S: 5 AP: D6 Assault 2 or Heavy 3
Ok, there it is. This is sort of how I think Flash Gits should play out: Usually staying in one place shooting alot with moderately powerful weapons, although sometimes able to move around and still shoot like most orks, and sometimes doing something unexpected and Orky. My only concern is they are too complicated. However, if they were given an entry similar to the Weirdboy's 2 page spread I'm sure it could be conveyed. I was origonally going to go with something like the Veterans from the IG where you can buy Unit-wide upgrades for 30 Points, but I thought it would be more Orky if they could change out the upgrades mid-fight, so I got some inspiration from Weridboys.
They may not be the Ultimate Tournament winning unit that some people might want them to be since they do what orks do best (Play unreliably), but I think they def. could have a place on a competitive list.
Looking back... maybe they are too cheap for what I made them able to do?
Edit: Also, I'd make Kaptain Badrukk and HQ and not change anything about him. Also, I still don't know if Flash Gitz should be able to take a a transport or not.
Last edited by Vazzaroth; April 8th, 2010 at 19:59. Reason: Name change on 1, Lowered BS bonus to 3 instead of 4, clarafied the grenade fall back
[QUOTE/]=He also carries the kaptins hat, the epitomy of Orky Bling, the kaptins hat inspires any Gitz in the same unit giving them stubborn. It also has a razor sharp edge, meaning it can be thrown to reinstate order, exactly like a bosspole.[/QUOTE]
I didnt realise Badrukk was in mortal combat!, anyway thanks to everyone who has put their entries in, if anyone else wants to enter then you have two more days!
If Slaanesh is the god of the Perverse, why does Nurgle have all the filth?
Shoudn't this be in the Orks section?
PS: FOR THE EMPEROR *killing Orks*
here is what I think the Gitz should do:
Flash Gitz: 30 points per model
3-15 Gitz per squad
Snazzgun: Range: 36" Str: 5 Ap: 5 Assault 2
Special Rules: WAAAGH! Mob Rule, Furious Charge, Take a look at dis!
Take a look at dis: Flash Gits are infamous for being a pompus bunch of gits, and would never blame the fact that they can't hit anything on themselves. So they usually call the nearest Flash Git to come and figure why the enemy isnt dieing to their storm of amunition. After each shooting phase you may pick and declare to your opponent that you are using any 1 of the following upgrades:
'ave dis- The snazzgun fires as Assualt 3
Oh, its dis- The snazzgun counts as twin linked
Ah, look at dat- The snazz gun is now AP 2, but fires as Heavy 1 instead of Assault 2
Ya just gotta go over dere- the Flash Gitz shoot as normal but afterwords run D6" in your chosen direction
They may take a dedicated transport of either a Battlewagon or a Trukk.
You may have Kaptin Badrukk for +135 points but Kaptin Badrukk gives the Flash Git squad this special rule:
Quit whinin' ya pansies!- Before instead of after each shooting phase the flash git sqaud may choose their upgrade.
So, this is supposed to give the flash gitz more edge but not too much by basicly telling your opponent what your shooting at next turn. I also upped the range of the snazzgun, as 24" seems illogical.
Last edited by tyland13; April 8th, 2010 at 13:37.