Tuesday, May 15, 2012

Campaign Army: Feral Orks

So the two friends I've made at the GW store and I are trying to start up a kind of narrative campaign. Roughly it entails some Iron Hands who survived the Istvaan V massacre and hunted down some Emperor's Children. Long story short they were forced to land on a planet with three moons surrounding a dying star. The planet's rapid orbit strays incredibly far and close to the sun and as such it is wracked with tidal forces and extremes in both hot and cold. The planet and it's sun's predicament came about due to the Eldar. They battled fiercely with Orks on the planet's surface but finally decided the planet was not worth their effort. They skewed the planet's orbit and quickened the star's demise. Since then the orks and their technology have degenerated into a feral state. All three forces will clash on the surface of this horrid world known as Ragnarok (Not my choice of name).
Rules wise we will be playing every game with the random Death World effects from the most recent White Dwarf Magazine. On top of that after every battle you choose a unit that survived. They roll on a table and receive a random USR (reroll if it's one they already have).  That way we get a little "veteran" thing going on. If that unit is later killed they lose the USR.
Specifically for the Ork player I've created a mash up of the 3rd edition Feral Ork list from the Chapter Approved book and the current Ork codex. Here it is:

Feral Orks
All non vehicle units in the "Feral Orks" come standard with "Magik Warpaint which confers a 6+ invulnerable save.
(May not take Cybork body, warbikes or kombi-weapons)

Old Zogwort
Warboss (may be mounted on a Boar(counts as cavalry) for 40pts)
May take Weirdboys as Elites. If upgraded to Warpheads they are counted as HQ. (A warphead may be mounted on a Boar(counts as cavalry) for 40pts)

Nobs (May take a Big Squiggoth as a Deddicated Transport)
Squiggoth 40pts
Standard WS2 BS2 S5 T6 W3 I1 A3 Ld7 v 6+
Stubborn, Monstrous Creature
May take a single: Big Shoota +5pts
                               Rokkit Launcha +10pts
                               Lobba +15pts
Ork Boys. Up to half (rounded down) of the units of Ork Boyz in the army may be upgraded to 'Ard Boyz. May take a Junka Trukk as a dedicated transport.
Junka Trukk 25pts
Front 10 Side 10 Rear 10 BS 2
Weapons: May take a single: Big Shoota +5pts
                                               Rokkit Launcha +10pts
                                               Lobba +15pts
Special Rules: "The poor lack of maintenance means that these trukks are liable to mechaninal failure on a regular basis. Before the vehicle moves roll a D6. On a roll of 1 something has snapped, blown up or seized and the crew must spend the remainder of the turn repairing the damage. The vehicle may not move this turn."

Skulkas(Stats/Options the same as Kommandos) as Fast Attack. In addition for free they may deploy as per the Ymgarl Genestealer "Dormant" rule from Codex: Tyranids
Squig Herdaz
    1-3 Herdas 12 points (same stats/options as Runtherd+Infiltrate/Stubborn)
    10-30 Squigs WS4 BS- S3 T4 I4 A2 Ld5 Sv- Stubborn, Furious Charge
When all Herdaz in the unit are killed remove the entire unit from the game.
Boarboyz (Same stats/options as Ork Boyz but 9pts per model and count as cavalry)


Big Gunz (Only Lobbas)

0-1 Units of 1-3 Squig Katapults (Same Stats/costs as big guns but costs +15 per gun to upgrade)
Squig Katapult
48" S*  Ap- Notes Heavy 1 Barrage, Blast, Pinning
*Non Vehicle units under the blast template must make an armor save. Those that fail are removed from the game. Roll for vehicles under the template: 1-2 Nothing Happens 3-4 The Vehicle is Shaken 5-6: The Vehicle is Stunned
If the template causes any non-vehicle casualties keep the template where it lands. On subsequent ork turns roll a D6: 1-3 The Swarm disperses. 4-6 The swarm scatters 2d6 inches (On a hit move the swarm in the direction of the arrow). Resolve the blast again.

WS2 BS2 S7 T6 W4 I1 A3 Ld7 Sv 5+ 50pts
WS2 BS2 S7 T7 W5 I1 A4 Ld7 Sv 4+ 60pts
Stubborn, Monstrous Creature
Weapons: A Big Squiggoth may take a single: Big Shoota +5pts
                                                                           Rokkit Launcha +10pts
                                                                           Lobba +15pts
                A Massive Squiggoth may take a up to 2: Big Shootas +5pts per gun
                                                                                   Rokkit Launchas +10pts per gun
                                                                                   Lobbas +15pts per gun
Transport A big Squiggoth may be used to transport up to 10 models. A Massive squiggoth may transport up to 20 models. When embarking/disembarking from a Big or Massive squiggoth count it as being an open-topped vehicle. If the Squiggoth is killed and the passengers may be crushed. All models embarked take a wound on a 4+ (regular armor saves allowed). Place the embarked models as if the Squiggoth was a vehicle that blew up.

Well there it is. Thoughts?