Ok so what our list is looking like so far: (well mine…)
Kill Kroozer 155pts
Type/Hits Speed Turns Shields Armor Turrets
Cruiser/10 20cm 45’ 1 6+/5+/4+ 1
Armament Range/Speed Firepower/Str Fire Arc
Prow Gunz 45cm D6+6 F
Prow Heavy Gunz 15cm 6 F
Port Gunz 30cm D6+2 L
Port Heavy Gunz 15cm 4 L
Starboard Gunz 30cm D6+2 R
Starboard Heavy Gunz 15cm 4 R
Refits: Ork Kroozas represent some of the most varied types of vessels in the galaxy. The imperium has classified two general ideologies in ship building; one with more guns (or dakka) and one with ordinance. To represent this, a ship may replace the following weapons for these refits.
The Kill-Kroozer may replace its prow heavy guns for a torpedo salvo of str D6+2 for +10 points. It may also replace its port/starboard heavy guns for strength d6 torpedoes for +10 points. Additionally it may replace either its port/starboard heavy guns, or its port/starboard guns with soopa engines for no cost.
The ship additionally may upgrade its turrets to D3 for 10 points. If it takes torpedos then it may be upgraded with boarding torpedoes for 5 points.
Possible other options, replacing prow guns instead of heavy guns with torpedoes, but likely this would be of greater strength, or reduce the cost of the vessel by 5 points. Similarly the same upgrade style for the port/starboard guns for free. Making extra power fields not warlord linked, and have a more reasonable cost (15 or 20 points)
Analysis: For some reason this set up seems more deathy, when all that was added was 8wbs. However we do know the ship is underpowered at its current stats, and with it upgrades and torps being an upgrade, this could prove differently. Ork ships prove to be solo hunters, and don’t coordinate well, so this doesn’t seem so bad. Will need to playtest, but I wouldn’t be surprised if this was slightly OP. Also this allows for a multitude of different ship builds and unique playstyles that the orks are really demanding. With these you can make at least 4 different kinds of vessel, a lot more comparable to IN and chaos fleet list options.
Terror Ship
Type/Hits Speed Turns Shields Armor Turrets
Cruiser/10 20cm 45’ 1 6+/5+/4+ 1
Armament Range/Speed Firepower/Str Fire Arc
Prow Gunz 45cm D6+4 F
Prow Heavy Gunz 15cm 6 F
Port Gunz 30cm D6+1 L
Port Launch Bays - 2 L
Starboard Gunz 30cm D6+1 R
Starboard Launch Bays - 2 R
The Terror ship may replace its prow heavy guns with d6+2 torpedoes at 10 points. Additionally it may replace its port/starboard guns with soopa engines for no cost. It may also upgrade its turrets to d3 for 10 points.
Again same possibilities as KK, with replacing guns for torps, but that would make a somewhat ridiculous ship…. But it certainly is an orky thing
Analysis: this set of stats seems about right, because for the cost of making torps an upgrade we added 4fp, and the ship was already determined as ‘about right’ anyways, but needed more firepower. It’s hard to justify this without making torpedos and upgrade, and allows for the cheaper version of the ship to have the disadvantage of heavy guns. Making torps not an obvious ‘must take’, which is what I want to go for with every upgrade. Making the player have to make a choice is what really shows balance.
Hammer class Battlekrooza
There are no stat changes here, but I’ve included a few upgrades:
May replace either p/s heavy guns, or p/s guns with soopa engines for no cost.
Possibly replace p/s heavy guns with d6+2 torps. Making a unique BC.
Thoughts?