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I really began thinking of this when I heard grumblings of Orks not having +3 saves. There are several elite choices that already can carry special characters so I devised this:
Boss Grimzaw may only be used in games of 1500 Pts. or more.
Equipment: Power Klaw, Slugga, stikkbombs, tankbusta bombs
Boss Grimzaw may not take any additional equipment from the armoury.
Too Much Armor: Grimzaw is a veteran of many fights as a 'Ard Boy, he has devised his own armour to counter small arms even better, it is rumoured that he passes on these armour making skills to his mob. A 'Ard Boyz unit joined by Grimzaw will receive a +3 save. Sometimes these skills tend to be less than fool-proof, and at times the many chains, screws and bolts keeping the armour in place will snap, causing much distraction. At the beginning of the movement phase, roll a D6, on a 1 treat the squad as a mega armoured squad for the turn.
Options: Marine Boyz killers- Some of the Orks in Grimzaw's mob know so much about armour that they can find the weak spots and joints in enemy amour fairly quickly. In addition to Choppa modifiers, each Save made against these attacks suffers a -1 penalty. A maximum of four Orks may be equipped with this ability at +3 Pts apiece.
Any coments would be appreciated, I have no trouble with this being called cheap, useless or overpriced, as long as it helps me create something fair and fun to use.
*cough* bump *cough*
The marine boys killers upgrade is far too expensive and limited in number to be useful.
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
Hmm. You know what worries me? That you bumped it. You know what worries me more? That it was a day, a fricking day after you posted it. And you know what else? The fact that you didn't even try to disguise the bump as an "update".
*Locked for 24 hours*
And I don't want to see that the next post when this is reopened is your, MoosieFate.
Oh, and by the way, MoosieFate - I had no need to comment on your character. My job is to moderate, not become involved in things i'm not interested in. This is what I did. You know what I'm talking about.
Last edited by Lordofchange; May 2nd, 2006 at 01:02.
The only difference between tattooed people and non-tattooed people is that tattooed people are awesome and can kick your ass.
"War does not determine who is right - only who is left."
I assume that when you say 'treat as mega armoured', you mean the movement part? Not the 2+ armour save part?
A very interesting idea, there are characters for commandos, stormboyz, bikerz, etc., so an 'Ardboy character would be a good idea.
What I would say about the rules are that, in stead of inferring it to a unit he joins, he should start with a retinue of 'ardboyz with 3+ armour saves and the D6 thing, and with marinekiller as standard. They would probably cost 3-4 points more each. This is better both fluffwise and gamewise.
But yes, a great idea, anti-marine orks. There are so many anti-ork imperial things that they deserve a hit back! You could make some really interesting fluff, as well, about Grimzaw's exploits against the Beakies.
As said, don't bump. But still, great idea. I want to see more of your characters!
*In My Mind*
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I like the idea.
As others have said I'd make the mob of 'Ard Boyz a retiune for him and factor the 3+ save into his cost. As for the marine killers thing I'd just make it so that thye're so good with hitting the soft bits of enemy armor (joints, neck, etc.) that the best save against them in CC is 5+. That'd be more in keeping with the 4th ed. wording. Save modifiers take us back to the dark ages of 2nd ed. Also make the marine killers a free upgrade for the whole mob thats factored into his points cost, like turbo boost for the Vulcha's.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed