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There were some interesting bits of 'new' wargear that were used by the orks in Dawn of War. I am hoping / guessing that some of these new things will appear in the new ork codex. One of them was called 'Fightin' Juice' and it was an ability used by the mad dok. In terms of the game (it is a real time strategy so it wouldn't assimilate perfectly into table top gaming) it made the the orks in the unit with the mad dok invulnerable for a short period of time. Their health would go down but it would stop right before 0, but after the effect of fighting juice, any ork with almost no health would drop dead.
An idea I had for Fightin' Juice for the table top game was this: This item may be used at the beginning used at the beginning of any combat phase with the unit containing the mad dok (with fightin' juice). It is a one time use. Any ork that would die from enemy attacks, may make all of their attacks before dying at the end of the combat phase. All dead orks still count toward combat resolution and all enemies that the orks affected by fightin' juice killed still count toward combat resolution as well. This would probably cost around 20.
There were a few items that could be given to the Big Mek, and I liked them a lot. One was actually part of a tankbustin' kit that came with super stikk bombs and a tank zappa. Super stikk bombs are old, but a tank zappa is something new. In terms of game play, it gave the big mek an ability to stun an enemy tank for a short period of time.
What they could do for a tank zappa for orks could be a piece of wargear that makes one shot during the shooting phase against an enemy vehicle within 18". It wouldn't count as a gun that the big mek holds, more of a contraption on the back of the big mek. It would automatically hit, and make a strength 10 roll against the vehicles armour. Any glances or penetrating hits count as glancing hits. This would probably cost around 15 points or so.
Another item for the big mek as a kustom tellyporta. This was a much talked about issue with rumours of tellyporta boys and so on mention in armageddon. I figured this would work similar to the necrons veil of darkness or whatever that can teleport a squad anywhere on the field with some minor restrictions. Its expensive for them and I figure it should be slightly more expensive for orks for balancing purposes since we are an assault army. It would probably cost somewhere around 50 points or so.
As a personal opinion, I don't think the Kustom Force Field should count as a 2-handed weapon. I believe it should be just a piece of wargear like it was in DoW that has the constant affect of the KFF. The KFF was already nerfed A LOT, but if people still would claim it would be over powered, the point cost could be bumped up for 25.
These are all just ideas that I thought would be seen in the upcoming codex. Obviously they will probably be far off from what they actually do, but I think they seem fairly accurate and balanced point wise. Any other ideas would be nice to see.
Well, we've got about a year to wait. I just want them to make the vehicles look better and make a model for the battlewagon. Fixing the 'uge choppa would be a welcome addition.
Mostly I don't mind the old codex. I'm wondering if a trait system is in the works. That could be really cool, too. Allow you to make your own Waaaagh! and give it some flavor. Mostly I just want the Gorka Morka vehicles to go away.
Artificial Intelligence is no match for Natural Stupidity.
I am interested in playing Orks, esprecially since I heard they'll get a new 'dex soon. I'll just start saving now. . .
Half Gods are worshiped with Wine and Flowers. Real Gods are worshiped in Blood.
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I believe a veil of darkness costs 60 points.
... only triumph could turn pooing his pants into a good thing..
Another idea for fightin juice is that it could give "feel no pain" to the unit for a player turn.
As for the tank zappa, maybe just a zapp gun that gets hot on an 11 or 12 and is an assault weapon and is 2-handed, dont want to be too overpowered.
I wouldn't mind some new vehicles, mostly warbikes. I personally like that there is no battlewagon, it forces you to scratch-build and makes em more interesting. Unless you want to go to forgeworld...
just some thoughts.
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
can someone quickly tell me aproximately when the new codex is coming out from what im hearing next year christmas time. Anyone know i couldnt find a thread in this forum.
No one knows, not even GW. Simply because it is not really decided yet.Originally Posted by Smoking Barrel
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
thats a bit of a dissapointment it seems to me that orks really need to get their codex updated or atleast new models, when was the last time we got some new models?? 5 years ago? Seems GW is favouring Space Marines....again in my opinion orks and dark eldar are the armies that need to get their codex updated sigh...might aswell stop complaining not gonna help anyone.
Of course they need a remake most of all, but GW is getting the armies requiring the least amount of work first. (and as a side note, making good armies like tyranids easy for noobs to play. Tis a sad thing for veterans)Originally Posted by Smoking Barrel
dark eldar and orks will need about a year, at least, to have new codex's and new models... :cool:
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Though the first plastic ork vehicles have been sent to GW for approaval.