For the player who wants more orkishness in his Orks, and who believes that the random weapons mechanic is a clunky, time wasting mechanic that does not convey in a fun way the character of the fleet. For those who want their BFG orks to have more WAAAGH! and less WAAAAA!
Homebrew rules I'm posting here for the amusement of the board. RS stands for right shift, a way to identify the ruleset from the old one.
The creation of the ork fleet list followed a few guidelines:
Make them mean on the frontal arc
High firepower but inaccuracy
Partial strengthening against AC
Stay low leadership and hard to manouver
Define clear roles for the battleships.
Ork racial rules:
+1 to boarding value
Ork ordnance is hit on 3+
Ork capital ships may choose large bases
All ork vessels that make use of Ordnance can choose to launch boarding torpedos and assault boats
cap ships with leader may swap LD with other ship/squadron without boss/warlord
Orks always suffer a right shift on the gunnery chart
Automatic 2d6 AAF
Ramshackle: Before special orders are made, at the start of the Ork player's turn, roll a D6-1 for every ork capital ship and apply it to the critical hit chart. Due to the simple nature of Ork starships, Ork Capital Ships automatically repair one critical hit in the end phase, in addition to those repaired by rolling repair dice
Mob Rule: Ork escort squadrons may contain up to 10 ships.
Optional Rule- Wut you say?:
When a special order is failed, roll the SO dice. The result is the SO to be used. It is still treated as a failed roll for purposes of continuing SO orders.
Kill Kroozer- 145
Battleship/10 Speed:20cm Turns:45* Shields:1 Armor:6+/5+/4+ Turrets:2
Prow Gunz 14 30cm
Prow Heavy gunz 8 15cm
Port/Starboard Gunz 8 30cm
Port/Starboard Heavy Gunz 6 15cm
*May replace prow heavy guns with str6 torpedoes.
Terror Ship-160
Battleship/10 Speed:20cm Turns:45* Shields:1 Armor:6+/5+/4+ Turrets:2
Prow Gunz 10 45cm
Prow Heavy gunz 6 15cm
Port/Starboard Gunz 8 30cm
Port/Starboard Launch Bays 2
*May replace prow heavy gunz for str6 torpedoes
Assault Kroozer-165
Cruiser/10 Speed:20cm Turns: 45 Shields: 1 Armor: 6+/5+ rear Turrets: 2
prow bombardment cannon 3 30cm
prow torpedoes 6
port/starboard heavy gunz 8 15cm
*Soopa Engines
*Ignores blast markers for purposes of boarding
Onslaught 35
Escort/1 Speed:20cm Turns:45* Shields:1 Armor:6+/4+ Turrets:1
Prow Gunz 6 30cm
Savage 25
Escort/1 Speed:20cm Turns:45* Shields:1 Armor:6+/4+ Turrets:1
Prow Heavy Gunz 4 15cm
Ravager 40
Escort/1 Speed:20cm Turns:45* Shields:1 Armor:6+/4+ Turrets:2
Prow Gunz 1 30cm
Str 4 Prow Torpedoes
Brute- 25
Escort/1 Speed:25cm Turns:90* Shields:1 Armor:6+/4+ Turrets:1
Prow Gunz 2 30cm L/R/F
*Counts as HP4 for ramming
Grunt 30
Escort/1 Speed:25cm Turns:45* Shields:1 Armor:6+/4+ Turrets:1
Prow Gunz 3 30cm L/R/F
*Counts as HP4 for boarding, must use large base.
Kroolboy- 280
Battleship/12 Speed:20cm Turns:45* Shields:2 Armor:6+/5+ Turrets:3
Prow Torpedoes 8
Dorsal Gunz 4 45cm L/R/F
Port/Starboard Gunz 16 45cm
Port/Starboard Heavy Gunz 8 15cm
Gorbag's Revenge- 300
Battleship/12 Speed:20cm Turns:45* Shields:2 Armor:6+/5+/4+ Turrets:4
prow gunz 10 45cm
prow torpedoes 9
dorsal bays 4
port/star gunz 8 30cm
port/star heavy gunz 4 15cm
port/star bays 2
Slamblasta- 280
Battleship/12 Speed:20cm Turns:45* Shields:2 Armor:6+/5+ Turrets:3
Prow Lances 4 45cm
Prow Gunz 14 45cm
Dorsal Launch Bays 4
Port/Starboard Gunz 12 30cm
Port/Starboard Heavy Gunz 8 15cm
Dethdeala- 235
Battleship/12 Speed:20cm Turns:45* Shields:2 Armor:6+/5+/4+ Turrets:3
prow heavy gunz 16 15cm front
dorsal bombardment cannon 8 30cm Front
port/star gunz 12 30cm
port/star heavy gunz 8 15cm
*soopa engines
Hammer class- 200
Battleship/10 Speed:20cm Turns:45* Shields:2 Armor:6+/5+/4+ Turrets:3
prow gunz 14 45cm
prow bombardment cannon 4 30cm
dorsal bays 3
port/star gunz 8 30cm
port/star heavy gunz 6 15cm
Space Hulk
Defence/40 Speed:10 Turns:Special Shields:3 Armor:4+ Turrets:6
*WIP
Ork Rok-80
Defence/8 Speed:10cm Turns:Special Shields:1 Armor:5+ Turrets:1
Heavy Gunz 4 15cm All Around
Gunz 10 45cm All Around
Torpedoes 6 All Around
*Roks may turn by using the AAF special rule, sacrificing any extra movement to move in a different direction.
Current warlord rules stay the same, but are called warbosses. May take an ork warlord at 1500+ that gives +1 LD, or a Big Mek that lets you buy more than one upgrade.