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Wife and I are talking about a game that's all Orks. I have Into the storm arriving in mail on Monday. What else do I need to get er done right asside from Navis Primer which we will order this week. Also, any thoughts or suggestions? Thanks a ton in advance.
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
| Page 1 of 2 (22 messages) | 1 2 ...Last page » |
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
HappyDaze said:
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.
Stars of Inequity sounds like a must get for me as we are wanting to have at least one Ork Mek who builds and modifies all kinds of stuff. And we might just go full out and play Evil Sunz, in the Kult of Speed. My book collection seems to be lacking in stats for ground vehicles but I am sure I can wing up some good stuff from the ship build rules.
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
I am having a bit of trouble making our Ork Warband be of comparable starting power to a Rogue Trader and crew. I am having trouble comparing and quantifying the value of the Warrent vs what a Ork crew should be like in comparison to a more typical PC party with a Warrent and such… Any suggestions?
I am specifically curious as to what ships and war gear Pluss number of Ork boyz and such would you see as making a PC Ork Warband or Freebooters crew equal in power and clout to a starting RT and crew. (I fear I am being far too stingy here…)
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Scratch my last question. I'm going to have the Wife play a Rank 4 Mekboy who is a Privateer working for a Navagator house in the expanse. I received into the storm and her pc will be Rank four (Mekboy) with a rank 4 Wierdboy to navigate the ship (if they are any good at it. -Navis primer to arive this week). And the ship will be filled with Ork Boyz from Mark of Xenos.
Later she can improve the weapons of her Krew and add crazy shit to the ship that's supplied by her patron Nav house. (ship is not decided yet). Cuz she is a Mek. Thinking of going Evil Sunz, Kult of Speed…
also planning to let her take some Trader advances as elite advances Kuz She'z da Kaptain!
So what do you guys think? Any comments and suggestions welcome!!
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
Cryhavok said:
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.
Great point. I'll have to hurry up and get CA (again..lol)before my wife's PC starts trying to build a suit. :).
Was thinking of having a Nav house provide their Ork "Privateers" with a Cobra Class Destroyer. I figure it's just been given to the Orks so it's going to be all Imperial tech to start except for a Red Paint Job. But I am a but fuzzy on how many Orks and Gretchin it would take to run the thing and also leave enough available Orks for boarding actions and raids. I'm leaning towards 5000 Orks and 10000 Gretchin to start. Any suggestions or thoughts?
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Really, running an all-ork game should work fine as long as you get some stuff. Also, be damn careful with any Weirdboy in your party, because he's gonna kick some serious ass… if he succedes in not getting his head blown apart by 'eadbangas. See the Navis Primer for such lulz.
Also, neccesary reading for anybody really, but especially anybody planning an all-ork game is the wonderful http://1d4chan.org/wiki/Deffwotch, which is a party of orks posing as a Deathwatch kill-team with a stolen Imperial ship. Yes, it is as amusing as it sounds.
Without Signature
Oh … Wow dude. I am so going to check that out. Orks masquerading as Space Marines should be awesome! Huge thanks bro.
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Cryhavok said:
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.
Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)
That'll be pretty damn close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).
SirFrog said:
Really, running an all-ork game should work fine as long as you get some stuff. Also, be damn careful with any Weirdboy in your party, because he's gonna kick some serious ass… if he succedes in not getting his head blown apart by 'eadbangas. See the Navis Primer for such lulz.
Also, neccesary reading for anybody really, but especially anybody planning an all-ork game is the wonderful http://1d4chan.org/wiki/Deffwotch, which is a party of orks posing as a Deathwatch kill-team with a stolen Imperial ship. Yes, it is as amusing as it sounds.
That Deffwatch Ork link leads to pure GOLD! I've been reading and laughing all evening. Huge thanks for suggesting I give 'er a read.
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
Cryhavok said:
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
HappyDaze said:
Cryhavok said:
Cryhavok said:
Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.
Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.
Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)
That'll be pretty damn close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).
Er we go! Git da Humies! Choot em! Chop em! Waaaagh!!
| Page 1 of 2 (22 messages) | 1 2 ...Last page » |