Welcome back, Khar
It is very nice to hear about Ork updates again. Thanks for the new document, and thanks for accepting my suggestions.
About the Hammer price, I am not sure, as this will probably require some playtest. Still, it is one number, in a long list of numbers. Getting the clan rules right makes or breaks the list, the hammer price is not important.
The document seems close to finished. A few quick notes
The kustom force field rules in the beginning is repeated differently in each of the ship entries. I believe you just need to not repeat the rules for each of the ships.
The wording "or has its shields effected by some other influence" will probably need a FAQ. Does starting the turn in base contact with a blast marker qualify, even if I move away from it? Moving through blast markers?
Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count highest value for
attack craft.
I thing that sentence needs to the end in the word "limit".
The Brute ramship still have 3 turrets. Is this intentional?
First of all, due to some clans being superior for escorts, I'd give them following restriction: To take a clan upgrade anywhere, you need a capital ship with a character with said clan upgrade. So, to take Evil Sunz ramship squadron, you need at least an Evil Sunz Basha with Nob in the same fleet. That solves a problem of 'capitals from one clan, escorts from the other' lists.
Okay, fair enough. That makes sense. A clan needs a leader, so to get a clan in your list, you need a character somewhere.
Due to the nature of character upgrades, every character is assigned to a ship in stage of list building.
Why is this nessesary? I do not see why this should be so.
It does reduce flexibility a lot.
As far as I recall, other fleets can roll for LD before assigning characters. If this is true, this rule is a serious nerf to the Kaptin character and some of the character upgrades.
Example.
I have 4 terros ships. I want to ensure that at least one of them have serious LD for reloading ordnance. I could take a a Kaptin with grot riggers, but I would have to assign him to a ship, before rolling for LD. This might reduce his effective LD significantly, compared to the same character in any other fleet, where I could assign him to the ship that rolled highest.
Every character comes with 1 re-roll as standard. He may buy additional 1 re-roll for +20 pts, or 2 for 40 pts.
Re-rolls are usable for character's own ship or any ship or squadron from the same Klan within 15 cm. Ships with no Klan may only use re-rolls from other ships with no Klan.
Ouch
. That really hurts, like, deep inside.
All the other fleets have FLEET rerolls. Orks now have "my ship and some the other ships in kissing distance" rerolls. But they cost the same. Ork LD is not so overpowered that they need this nerf.
You cannot even use your reroll on your squadron (if your ship is not the leader of the squadron) if they are not of the same clan.
The reroll range limit is something I would accept as a general rules change for all races in BFG:R.
Perhaps a rule about making squadrons of ships from different clans, instead?
You could change this to
Re-rolls are usable for character's own ship or any ship or squadron from the same Klan.
Ships with no Klan may only use re-rolls from other ships with no Klan.
This way, it is a more complex way of saying "Your entire fleet can be of a clan. This will cost 20pts x (nr of capitol ships and escort squadrons)". And of course, the beginners will not realize this, so they might try to play several clans. Then we veterans can help them adjust their list and feel superior.
Sarcasm aside, I would not be opposed to the idea that your entire fleet could be of a specific clan, or you could play clanless. Perhaps we could say that you pay for clan upgrades if you want to mix, or you can mark the entire fleet with the same clan for free.