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Follow the Leader

PostPosted: Tue Aug 09, 2005 10:48 am


Okay, so its a color scheme? Also, those models sound nice.
PostPosted: Tue Aug 09, 2005 2:39 pm


Follow the Leader
Okay, so its a color scheme? Also, those models sound nice.

Yes, though you should try to take some modeling and troop selection choices to mirror your chosen Klan. Snakebites for example wear more furs and have more chipped weapons than other Orks. Personally I think most people would rather make up their own Klan with its own history under its own Warboss, but if you feel otherwise I suggest buying the Codex and looking at the approved Klan rules as well. This should be the address to the page where you can download it all.

http://uk.games-workshop.com/orks/bad-moon-rules/1/

Also, if you like very large weapons on your Orks I suggest buying the French copy of the Codex. In there Big Choppas move at the model''s initiative instead of at initiative 1. No idea why it''s different in just that one but that''s what I heard.

Elemantl


Drakeoss Dragoon

PostPosted: Tue Aug 09, 2005 6:47 pm


ya, I'm one of those people that made my own horde my guys are "Da Metel Eads" and the thyme is ork that love metel so I have lots of convertions and lots of custum made trukks and bikes and I gave all my nobs and bosses the bionic bounce upgrade so the joke at my local store is

In my army to have any kind of respect you MUST have suffered atleast One Major head injury blaugh blaugh blaugh blaugh

so I have them and I'm starting a new warband I'll tell you about them a little later its just getting started and will have pics soon(I hope)
PostPosted: Wed Aug 10, 2005 8:10 am


I've been tossing around the idea of a Mechanized Ork army. Every character having a Cybork Body, and as many vehicles and impressive looking guns as I can fit onto each individual model. Give all the drivers cybork uplinks (modeling fluff, no game effect) so they are connected directly to their rides, have the Grot Riggers be made of metal with glowing red eyes, give every Ork model regardless of its actual points cost at least one bionic limb so they fit the army idea better.... It would be glorious, and probably fatal in actual games. The only problem is, I can't decide if that army should be Speed Freak or not. Sure they've got tons of vehicles and that awesome piece of wargear the Krusher which will kill models that have to move out of its way with a failed moral check instead of letting them slide by, but I know that to make points for all the vehicles I'll need to forgo a Warboss and just run with a Mekboss and a Painboss. Except the Speed Freak rules for putting a Warboss on a Bike are so potentially devastating it's frightening! And this from someone who doesn't even use Warbikes in his normal army. Any thoughts? Oh, and of course I'd need to buy three or four more boxes of Orks. That sort of thing happens and I'm already saving up for more Boyz for my precious Feral army that is nearly complete and ready for painting.

Elemantl


Grandpa Ducky

PostPosted: Tue Aug 16, 2005 12:09 pm


Elemantl
I've been tossing around the idea of a Mechanized Ork army. Every character having a Cybork Body, and as many vehicles and impressive looking guns as I can fit onto each individual model. Give all the drivers cybork uplinks (modeling fluff, no game effect) so they are connected directly to their rides, have the Grot Riggers be made of metal with glowing red eyes, give every Ork model regardless of its actual points cost at least one bionic limb so they fit the army idea better.... It would be glorious, and probably fatal in actual games. The only problem is, I can't decide if that army should be Speed Freak or not. Sure they've got tons of vehicles and that awesome piece of wargear the Krusher which will kill models that have to move out of its way with a failed moral check instead of letting them slide by, but I know that to make points for all the vehicles I'll need to forgo a Warboss and just run with a Mekboss and a Painboss. Except the Speed Freak rules for putting a Warboss on a Bike are so potentially devastating it's frightening! And this from someone who doesn't even use Warbikes in his normal army. Any thoughts? Oh, and of course I'd need to buy three or four more boxes of Orks. That sort of thing happens and I'm already saving up for more Boyz for my precious Feral army that is nearly complete and ready for painting.


I think that you should go with a normal Ork army. I really don't like the Speed Freak rules for mobbing up. The Warboss on a bike does sound devestatinb but I heard that in the next edition of the Ork Codex, they'd be getting rid of bikes. I'm not sure if that rumor has any base in reality.

Drakeoss Dragoon
ya, I'm one of those people that made my own horde my guys are "Da Metel Eads" and the thyme is ork that love metel so I have lots of convertions and lots of custum made trukks and bikes and I gave all my nobs and bosses the bionic bounce upgrade so the joke at my local store is

In my army to have any kind of respect you MUST have suffered atleast One Major head injury blaugh blaugh blaugh blaugh

so I have them and I'm starting a new warband I'll tell you about them a little later its just getting started and will have pics soon(I hope)

Lol at the joke, can't wait for pictures!
PostPosted: Wed Aug 17, 2005 11:42 am


I reecently heard about something called a 'weirdboy' in the ork army.
Can anyone tell me what this is and what is is used for?

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PostPosted: Wed Aug 17, 2005 11:47 am


lord_illpalazzo
I reecently heard about something called a 'weirdboy' in the ork army.
Can anyone tell me what this is and what is is used for?
I think thats the one that has psyker powers, I think it was mentioned in the 3rd ed rulebook, in the Orks section. *looks up*

Yeah, check page 254 of your 3rd ed rulebook.
PostPosted: Thu Aug 18, 2005 1:07 pm


I'm fairly new to the game, I don't have a rule book.
we use my friends, and its the new one.

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Vinnicius

PostPosted: Thu Aug 18, 2005 7:30 pm


Ask darkelf when he gets back to be sure, but I'm almost certain it's just an orc that is a psyker.
PostPosted: Fri Aug 19, 2005 10:33 am


lord_illpalazzo
I'm fairly new to the game, I don't have a rule book.
we use my friends, and its the new one.

Actually there are two separate Weirdboyz in 40K. One of them is listed in the back of the Orks entry in the 3rd Ed. Rulebook, and he is the lesser of the two by far. However according to the rules as they stand he is still eligible for use in any standard or Speed Freak Ork army as the points cost and rules listed for him as an Independent Character who can be attached to any squad. The other Weirdboy is the one who sees actual playing time, and he is an HQ choice for the Feral Ork army list. He has two psychic powers, his own unique item of Wargear, and is a 2 wound powerhouse of mighty Waaagh! might. However he doesn't have a true retinue option, so you more or less have to attach him to a squad. Fluff-wise the Weirdboy is an Ork who is cursed with the unfortunate ability to channel the raw psychic powers of the Ork race. All Orks are latent psychics with powerful telekinesis (it helps with hitting harder with their weapons, shooting their bullets, keeping their vehicles running, etc.), but a Weirdboy makes physical manifestations. He's more or less held in place and aimed by Minders/Handlers who point him in the direction of them enemy and he literally vomits forth powerful psychic forces. Immaterial fists or boots will crash down where he looks, crushing everything underneath, or green pyrokinetic flames will shoot from his throat and mouth. This is quite painful for the Weirdboy, and as such they almost all have a fear of battle and will run away at the first opportunity. Hence the Minders. On the plus side a Weirdboy draws their powers directly from the rage of the Orks around them and never from the Warp, so they never suffer Perils of the Warp and get eaten by demons but instead they get 'Eadbang from too much pent up Waaagh! power and their skulls explode. Is that helpful?

Elemantl


Vinnicius

PostPosted: Fri Aug 19, 2005 8:39 pm


I find it pretty funny that Orks are such potent psychics...before I found that out I always wondered how they could hardly speak right, but make weapons and vehicles etc.
PostPosted: Tue Aug 23, 2005 10:54 am


XRedSamuraiX
I find it pretty funny that Orks are such potent psychics...before I found that out I always wondered how they could hardly speak right, but make weapons and vehicles etc.

Well, the knowledge of fighting, vehicle construction, basic field surgery, weapon building/modifying, force field and tractor beam technology is all racial memory actually. Meks and Doks literally have a genetic predisposition towards what they do, the Inquisition has taken young Orks and tested most of these Ork abilities. They determined that the Ork belief in Red going faster is made manifest by their TK, as is the "quick strike" represented by their Power of Waaagh! abilities where their shouts are so terrifying it actually double their speed if they get the charge. A Choppa works off the same idea, they go thru armor as well as a maddened Khornite's demon chainaxe because an Ork -knows- that a heavy wedge will crack open armor. Their TK just makes sure of it. Also they unconsciously use TK to make up for the missing and dysfunctional parts in their Shootas and Sluggas. Overall it scares the bejebus out of the Machine Cult because Orks don't need Machine Spirits or any of that nonsense to make their tech work. Whilst the Ordo Xenos remains happy that the relatively low intelligence level keeps Orks from attempting to hone their TK into a more deadly ability than "Red wunz goez fasta".

Personally I'm more concerned with the fact that humans are the strongest Psychers in existence and -don't- know it. True 100% of Orks may be minor psychers, and Eldar have their fair share who are quite powerful, but Humans seem to be psychically reactive. Less than .01% show psychic powers as a population, but those that do are strong. And many can be forced into becoming a psycher later in life by exposure to too much psychic energy and traumatic experience. Happens all the time in the Eye of Terror. But a better example would be the Ork Hunters of Armageddon. These SOBs (by hunting, eating, and being around Orks for so long with no other human contact) have started developing TK abilities. To them a Choppa does the same thing it would in the hands of an Ork, and Ork Shootas and Sluggas work for them even though they wont for anyone else (except Orks of course, and Kroot who internalize Ork mutations). And of top of that, they have developed what the Ordo Xenos has laughably termed the 'Power of Aaargh'. They can hurl themselves at double Initiative just like Orks can on a charge. Makes me wonder if the powers of the Great Enemy are actually gifting certain leaders with Sorcerous power or if they are evolving those abilities on their own just by close contact. Scary thought.

And for those of you who are saying that humans aren't the most powerful psychic, need I remind you that they spawned the most powerful psycher in all of recorded Eldar history. A man now known as The Emperor.

Elemantl


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PostPosted: Tue Aug 23, 2005 12:56 pm


Elemantl
And for those of you who are saying that humans aren't the most powerful psychic, need I remind you that they spawned the most powerful psycher in all of recorded Eldar history. A man now known as The Emperor.
Actually, the Eldar consider him a fairly minor Psyker. He is considered most weak and nearsighted compared to Eldar Farseers such as Eldrad Ulthran. And I quote from the Eldar Codex: "He warned that weakling seer you call Emperor of the treachery of Horus and the strife which would engulf us, just as it engulfed the rest of the galaxy..." Did the Emperor forsee the coming of the Great Devourer (Tyranids) while it was still a galaxy away? Did the Emperor forsee Horus's treachery? The Emperor is a mediocre Psyker by Eldar standards, at best, so dont judge by Eldar history.
PostPosted: Tue Aug 23, 2005 7:39 pm


[ Message temporarily off-line ]

Elemantl


Grandpa Ducky

PostPosted: Tue Aug 23, 2005 10:26 pm


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