July 31, 2024, 05:35:18 AM

Author Topic: BFG:R Orks  (Read 46385 times)

Offline blekinge

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Re: BFG:R Orks
« Reply #135 on: September 18, 2013, 07:48:11 PM »
I think we can call them good enough. Make a pdf with all the changes posted since the last one (orks_2.pdf), just so we can review the combined ruleset.

There are a number of interesting rules we could try afterwards.
- Animosity could work.
- Something like 40k, where the boss beats on a boy to get a LD reroll
- Grot bombs in the form of torpedoes that can turn
and so on.

The Bad Moon Escort thing, was that resolved?

Offline AndrewChristlieb

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Re: BFG:R Orks
« Reply #136 on: September 18, 2013, 10:35:31 PM »
Actually something like Abbadon's re-roll rule would be cool for Orks.
I don't make the rules, I just think them up and write them down.

Offline Khar

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Re: BFG:R Orks
« Reply #137 on: September 19, 2013, 02:13:20 PM »
"Ork vessel with a character on board that fails a re-roll may attempt to use another re-roll, but by doing so automatically inflicts one hit&run attack against itself"? Simpler that Chaos version, but I think it has to be - with lots of re-rolls and multiple characters we'd get Ork fleeet shooting at itself for half a battle ;)

Offline blekinge

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Re: BFG:R Orks
« Reply #138 on: September 19, 2013, 10:23:49 PM »
Or we could keep the no reroll of a reroll. But perhaps as a nob ability. Rather than a local reroll he could give infinite local rerolls for hit&runs.  Or perhaps as the built in character reroll. So each character comes with this ability but no reroll. They can then buy two normal rerolls.

Offline AndrewChristlieb

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Re: BFG:R Orks
« Reply #139 on: September 20, 2013, 01:50:29 AM »
"Ork vessel with a character on board that fails a re-roll may attempt to use another re-roll, but by doing so automatically inflicts one hit&run attack against itself"? Simpler that Chaos version, but I think it has to be - with lots of re-rolls and multiple characters we'd get Ork fleeet shooting at itself for half a battle ;)

Well... It would be fluffy for them to shoot each other more than anyone else...
I don't make the rules, I just think them up and write them down.

Offline Gun_wun

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Re: BFG:R Orks
« Reply #140 on: October 06, 2013, 08:54:00 PM »
Any word on finishing up DA Boyz?  I don't mean to be a pest and I Know I haven't been a contributor;  I'm just waiting, watching and gots me grots crossed for some good loot.

Offline Bessemer

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Re: BFG:R Orks
« Reply #141 on: October 08, 2013, 08:55:46 PM »
Had chance have a quick look at the proposed changes, and a couple of thing caught my eye.

Turrets
Do they hit on 5+ against ALL ordnance that attacks that turn, or do normal rule apply (i.e. only vs one type per turn)? If the latter, that's a little harsh, even with extra turrets all round. The former does seem Orky though, lacking accuracy and co-ordination for sheer volume of cover!

Zzap guns
Str D3+2(Front mounted)/D3+1(side mounted) for cruisers/D3 for escorts?
Slamblaster aside, strengths as presented seem underwhelming to me, given the extra cost. If Zzap Gun spam is a concern how about a limit on the number ZG armed ships, rather than a surcharge. A ratio of 2 non ZG armed vessel/1 ZG armed vessel of each type? I.e. 2 cruisers to one with ZG, 8 escorts (any class) to allow a 4 with ZG's

Bad Moon escort upgrade
+20?

I know it's a little late in the game for input, and I'm not sure on what's been decided behind the scenes, but please take these as an outside observation. If any of these points have been worked on, please disregard as approriate :)
I refuse to be killed by something I've never heard of.

Offline Malika

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Re: BFG:R Orks
« Reply #142 on: October 08, 2013, 10:28:19 PM »
What about looted ships?
Bits Blitz - the place to be for all your bits needs!

Offline Khar

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Re: BFG:R Orks
« Reply #143 on: October 18, 2013, 10:24:41 PM »
I'm a bad person and I don't know how deadlines work ;)
Sorry for that.

However, next version attached. This time hopefully final. New things in green, optional things to consider in red (including simplified 'shooting each other' rule and looted ships.)

Offline Gun_wun

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Re: BFG:R Orks
« Reply #144 on: October 19, 2013, 04:27:20 PM »
Right on Kar, we've been waiting for this.  Thank you for yer time and work!

Offline Armiger84

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Re: BFG:R Orks
« Reply #145 on: October 20, 2013, 02:45:07 PM »
Awesome, thanks Khar!  This just replaced the morning newspaper : )
My modelling blog:  http://armiger84.blogspot.com

Offline Khar

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Re: BFG:R Orks
« Reply #146 on: October 21, 2013, 02:04:21 PM »
Thanks guys. A few words of explanation regarding newest changes:

I increased lance power of all cruisers to make the option more attractive, it's random, though, so if you're unlucky, you get exact same strength as original, weaker version ;) But that's orks for you. However, I didn't give d3 lances to the Savage. Combined with potential re-roll from the Klan upgrade, the prospect of up to 30 lance shots coming out of escort squadron is horryfying. And it can instantly destroy braced battleship. Nothing should be able to do that. So in case of Savage, i just dropped lance cost 5 points. It's still solid escort now.

I also gave turrets ability to fire at every ordnance all the time as Bessemer suggested. Seemed fair, they only hit on 5+ anyway. Orky. Also, escorts got their +1 turret upgrade back, not sure why they lost it in the first place...

Rest of the changes is just things we agreed to earlier.

Offline afterimagedan

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Re: BFG:R Orks
« Reply #147 on: December 22, 2013, 03:53:45 PM »
Hey Khar,if you can get a comprehensive list done, I'll get the document made!

Offline Khar

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Re: BFG:R Orks
« Reply #148 on: December 22, 2013, 04:42:08 PM »
On it. Should be ready in a few hours.

Offline afterimagedan

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Re: BFG:R Orks
« Reply #149 on: December 22, 2013, 07:43:21 PM »
NICE. Thanks for all the work you are putting in, Khar. You're the man.