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=== Special Rules === The following special rules apply to Ork detachments: '''Back fer anuvver go!''' :''Even when Orks flee in momentary panic due to a sufficiently shocking burst of ferocity from their opponents, during a large Waaagh! it isn’t long before their instinctive drive to get to grips with their enemy kicks back in, especially if they can see other Orks who are doing just that.'' For each 10 models in the unit, it gains a cumulative bonus of +1 to its Leadership, up to a maximum of 10. Additionally, when taking a Regroup test, as long as a unit can draw Line of Sight to at least one unbroken Ork unit containing the same number or more models than it does itself, any roll of any double is treated as an ''Insane Heroism!'' result. However, after using any movement required to re-establish unit coherency, the unit must always use the remainder of its consolidate move to move closer to the nearest enemy infantry unit that it can draw line of sight to, if any. <div class="toccolours"> ''No, you won’t get your old Mob Rule back, and here is why: Firstly, this isn’t so much an attempt to rebalance an entire codex as it is just to make it fit better in the 30k environment. Secondly, in 30k, Fearless units are extremely rare and, for overall balance reasons, must remain so. Remember that the much larger unit sizes (and cheaper per-model costs in maximum-sized infantry units) in Horus Heresy help to make Mob Rule less of a problem. For example, a '''60''' model Boyz unit costs less than 70% more than a 30-model Boyz unit in standard 40k, but even without a character it counts its Leadership as 10 until it has lost half its model count, and it has to lose 45 models to shooting before Mob Rule even kicks in from non-pinning losses.'' </div> '''Hold on Tight!''' :''Despite their success as a race, Orks are not inclined to consider their personal safety — and certainly not anyone else’s — as being a particularly important concern under even their most tractable dispositions. When excitement intensifies, any modicum of caution that they may have otherwise entertained is thrown to the winds as they are gripped with an unrestrainable compulsion to join in with if not outdo any Ork nearby, whether that means siezing onto the nearest improvised grabhold of an overloaded vehicle as it hurtles by, or some other madness.'' The number of models in a unit that can be embarked upon Open-Topped Transports can exceed the Transport Capacity if every model from the embarked unit can literally physically fit on the actual transport model. If this is done, and the vehicle moves further than 6" in any one player turn, then the embarked unit rolls a D6 for every model over the nominal Transport Capacity. For each roll of a 1, the unit suffers a S6 hit — armor and cover saves may not be taken against these hits. Hits may be allocated by the owning player. You have to demonstrate placement of the actual models from the embarked unit onto the actual transport model to claim use of this rule, although the embarked models can be piled, hooked, balanced or otherwise arranged in any way (however precariously). Note that you don't have to leave the models on their transports in-game unless you want to (since it might damage the models or paintwork) — you just have to be prepared to prove this capability to your opponent if they ask (ideally, before the game starts where possible). You are also encouraged to scratch-build your own models for this purpose, to make Trukks that are increasingly large and dangerous for the Boyz. The only requirement for trukks made like this, is that they appear "Sufficiently Orky". <div class="toccolours"> ''But muh Feel no Pain! Muh Kustom Force Fields! Unlike most other 30k lists, the option to take a larger number of Painboyz and Big Meks than normal deliberately hasn’t been included. Playtesting so far has found that the increased unit sizes, lowered per-model cost in max-size units, and other benefits (such as the new special rules), made it unnecessary to achieve parity with other 30k lists in this regard (“Boyz before Toys” applies well to 30k generally). Just think of how devastating 40 Nobz on Warbikes with Feel no Pain would be, or 40 Meganobz with a 5+ invulnerable save (in fact you can still do this; just not more than once or twice). Unlike other 30k examples, these units have not been made Support Officers, so in practice you can take an additional HQ from an allied detachment too, totaling four HQs if you bring three troops (the only reason they weren’t made Support Officers, considering what they can do to the massive-model-count units in 30k, is because legion lists can access Sniper Veterans, and to a lesser extent Recon Squads and Seeker Squads. Other Lists may have a harder time getting reliable Precision Shot, so this still may be the subject of further rebalancing efforts).'' </div> ==== Unit Changes ==== The following changes apply: '''Boyz''' — 70pts for 15 Boyz. Boyz have the same profile and Special Rules as in Codex Orks, but are armed only with a single Choppa as standard. * May add up to 45 additional Boyz for 4pts/model * All models in the mob may: ** exchange a choppa for a slugga 30 pts ** exchange a choppa for a big choppa 120 pts ** gain a Cybork body 90 pts ** be equipped with stikkbombz 10 pts ** be equipped with an additional bow 30 pts ** be equipped with an additional choppa 30 pts ** be equipped with an additional slugga 60 pts ** be equipped with an additional shoota 60 pts ** be equipped with ’eavy armor 120 pts * For every 10 full models in the unit, one model may exchange one weapon other than their only choppa, for one of the following: ** Big Shoota 5 pts ** Rokkit Launcha 5 pts * One model may take a War Instrument 5 pts * One model may be upgraded to a Boss Nob 10 pts ** A Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists. * One model may take a Bosspole 5 pts * The unit may take a Trukk as a Dedicated Transport. '''Gretchin''' — Runtherdz gain the Immunity special rule. This unit is a non-compulsory Troops choice. All other options from Codex Orks remain unchanged. '''Burna Boyz''' — 100pts for 5 Burna Boyz. May add up to 10 additional Burna Boyz for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged. '''Tankbustas''' — 80pts for 5 Tankbustas. May add up to 10 additional Tankbustas for 11pts/model. All other options from Codex Orks remain unchanged. '''Nobz''' — 160pts for 9 Nobz and 1 Boss Nob. Nobz have the same profile and Special Rules as in Codex Orks, plus ’eavy Armour is included for free, but are armed only with a single Choppa as standard. * May add up to 30 additional Nobz for 14pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 40 pts ** exchange a choppa for a big choppa for 90 pts ** gain a Cybork body for 80 pts ** be equipped with stikkbombz for 10 pts ** be equipped with an additional choppa for 20 pts ** be equipped with an additional slugga for 40 pts ** be equipped with an additional shoota for 40 pts * Any model may take items from the Ranged Weapons and/or Melee Weapons lists. * Any model may take an Ammo Runt for 3 pts/model * Any model may take a Bosspole for 5 pts/model * Any model may take a War Instrument for 5 pts/model * One model may take a Waaagh! Banner for 20 pts * The entire mob may take Warbikes, or the entire mob may take Cyboars for 27 pts/model ** Cyboar Nobz/Boss Nobz gain +1 Toughness and the Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Boss Nob becomes Cavalry (Character). * If it does not take Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport. '''Meganobz''' — 250pts for 10 Nobz. May add up to 30 additional Nobz for 18pts/model. All models may gain a Cybork body for 100pts. Any model may replace their twin-linked Shoota and Power Claw with two Killsaws or Killchoppas for free. One Nob may take a Waaagh! banner 30pts. All other options from Codex Orks remain unchanged. <div class="toccolours"> ''Why are Meganobz so drastically cheaper than in 40k? Because in the 30k environment, AP2 weapons are much, much more common (and it isn’t particularly hard to get S8 AP2 weapons that can hit a lot of models either, which will cause Instant Death), and unlike pricier Terminators, Meganobz do not have Invulnerable saves to fall back on. Furthermore, even basic weight-of-fire is much higher than what is usually expected from armies in the 40k environment, and even with twice as many wounds and more attacks, I3 and the lack of Sweeping Advance makes them significantly inferior to much more common Terminator units (which are themselves cheaper than 40k Meganobz) unless they outnumber them significantly. It is acknowledged that this is a drastic difference, but it is an example of how different 30k games can be at certain extremes. Conversely, being able to be taken in such a large unit makes it possible for them to earn their points back even in the face of incredible amounts of high-strength AP2 shooting – just five or six surviving to charge a Spartan will tear it to pieces, and ten should be a more than even match for any Knight.'' <s>''Some idle maths on the cost: It’s 820pts for a 40-model squad with a Waaagh! Banner; it’s 820pts for 10 Justaerin Terminators with Combi-Weapons and Power Fists, plus Abaddon. The simplified math on that fight (if the Justaerin charge, all models on both sides get to strike and be struck by all opposing models, and Look Out, Sir! always works), is that the Terminators kill about half the Orks, the Orks kill every terminator but score no wounds on Abaddon, and then Abaddon sweeps the remaining Orks. That ultimate outcome (if not the exact details of the combat) is exactly what happened in the fluff between identical forces, and it’s a knife-edge; if the Orks charge or roll higher or lower than average, or the Sons of Horus have any additional survivors (preventing Abaddon from sweeping) or roll lower than average, or if Abaddon fails a Look Out, Sir! Or Sweeping Advance roll, the battle could very easily go the other way. So they’re what you could call an even match.''</s> That particular math has become obsolete with the release of Age of Darkness Legions. Still. </div> '''Kommandos''' — 60pts for 5 Kommandos. May add up to 10 additional Kommandos for 8pts/model. All other options from Codex Orks remain unchanged. '''Stormboyz''' — 55pts for 5 Stormboyz. May add up to 25 additional Stormboyz for 7pts/model. All other options from Codex Orks remain unchanged. '''Warbikers''' — 65pts for 3 Warbikers. May add up to 17 additional Warbikers for 15pts/model. Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged. '''Deffkoptas''' — Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged. '''Deff Dreads''' — may add up to 2 additional Deff Dreads at the listed points cost. These do not form a Vehicle Squadron and are considered separate for all rules purposes. '''Lootas''' — 70pts for 5 Lootas. May add up to 10 additional Lootas for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged. '''Flash Gitz''' — 250pts for 9 Flash Gitz and 1 Kaptin. May add up to 30 additional Flash Gitz for 18pts/model. Each model has one ammo runt at no additional cost. Any model may replace their Snazzgun with a Bubble Blasta for free. All other options from Codex Orks remain unchanged. '''Gorkanaut''' — Is an Assault Vehicle. All other options from Codex Orks remain unchanged. '''Morkanaut''' — Is equipped with a Kustom Force Field for free. All other options from Codex Orks remain unchanged. '''Big Squiggoths''' — may add up to 2 additional Big Squiggoths at the listed points cost. These do not form a unit and are considered separate for all rules purposes. '''Stompa''' — 580pts. All other options from Codex Orks remain unchanged. <div class="toccolours"> ''The points drop is quite large, but other Lords of War much more potent than this exist in 30k for those points, and I don’t want to make any other changes to it. This seems to be about right given the playtesting that has been done so far.'' ''Yes, I know that Orks built Gargants in imitation of human Titans. But Titans have their origins far back in the mythical Dark Age of Technology. There’s no reason that Orks wouldn’t have seen Titans many millennia before the Great Crusade. The exact same arguments apply to Dreadnoughts and they’re not going to be left out of all Ork lists on the possibility that some warbands maybe hadn’t encountered them before.'' ''It is a fact that the first '''Gargants''' were built after the Horus Heresy, but nothing suggests that all sorts of idol-warmachines from dreadnoughts to Stompas weren’t commonplace for as long as their human, Eldar or Squat counterparts had been known (with human-style Dreadnoughts in particular being truly ancient STC tech originating so far back in the Dark Age of Technology that it’s unbelievable that the Orks wouldn’t have copied them by the time of the Great Crusade).'' </div> '''Gargantuan Squiggoth''' — 395pts. All other options from Apocalypse (2014) remain unchanged. ==== Wargear Changes ==== '''Wreckin’ Ball''' — Gains the Wrecker special rule. '''Claw of Gork (or possibly Mork)''' — Gains the Wrecker and Sunder special rules. '''Ammo Runt''' — for simple reasons of sanity, this rule simply provides a number of re-rolls, for shooting attacks, to a unit, for each model in that unit with an Ammo Runt (i.e. no real change, but you don't have to keep track of each model's Ammo Runt individually). While this does make it possible for one model (such as a model with a weapon upgrade) to use the re-roll provided by the wargear of another model, and just generally allowing models which had previously made re-rolls, to make re-rollls again by using the wargear of other models who are currently out-of-range or otherwise inelligible to make a re-roll at that time, and so on, the simplicity of applying the re-roll to the unit instead of each individual model outweighs this very minor benefit.
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