Also, I was thinking about the warboss and his lack of non-superness for an HQ character. Would be making nobs Toughness 5 and the Warboss toughness 6 be broken or do-able?
In a word, Ugh. In a slightly longer word; Ughhh!!!!. Orks are tough - but not that tough...Nobz are already T4 2 wound squad leaders. Besides, a Warboss is a
Warboss, not a
Warlord - he is not a Chaos Lord/Chapter master equivalent like Snagrod/Nazdreg (should) be. See special character suggestion.
My thoughts - attempt to have only one army list - a few units maybe moveable about between slots depending on the choices you make. And including some weapons/wargear by default or condensing several items into one.
My ideas:
Weapons:
Power Klaw/Slugga/Shoota/Choppa/Eavy Weapons/Kustom Mega Blasta No change needed!
Uge Choppa - 5 points, strikes at wielder initiative
Kustom Slugga - 5 points, S5 AP2 Gets hot! Slugga
Kustom Shoota - 10 points, S5, AP2, Assault 2, Gets hot! Shoota
Kombi-Shoota - Add one-use rokkit or skorcha for 5 points
Urty Syringe - Wounds on a 2+. No daft restrictions on use.
Wargear
Iron Gob - All nobz Ld 8 (Ld7 ridiculous). Warboss Ld10 at slight cost boost. Iron Gobz on models needed soley to make them look ded 'ard.
Mega Armour - No faffing about with mega boosters.
Slow and purposeful allows some use of shootas - but costs attack bonus on the charge. Mega armour cheaper - direct 25 point alternative to power klaw.
Cyboar - +1 attack but no improved save. Cavalry (obviously)
Grot assistants - take up no space in squad transports - orks will just sit on them!. Sqaud option rather than wargear for nobz
Ammo Runts - one use, anyone in the squad can make a reroll to hit. No 'must be in base contact' malarky
Grot Riggas - One-use Mekboy rerolls to fix stuff (very cheap!)
Grot Orderlies - One use dok rerolls
Banna Wava - one use roll an extra dice and discard highest for Mob checks.
Waaagh Banna to allow rerolls on
all mob checks - making it actually worth its cost - or dropped to about 10 points.
Mek's Tools
Normal 'fix on a six'
Dok's Tools
First casualty per turn gets
Feel No Pain.
Kustom Force Field - 15 points - whole mob (and mob's transport if currently on board) counts as in cover. (ducks flying pans! Easier to manage, as with Lion Helm. Take Grots or bikes if you'd prefer area coverage!)
Big mob changes
HQ
Warboss - Minimal changes. Slight cost increas, gets slugga, choppa, eavy armour and stikkbombz by default. Options of mega armour or warbike or cyboar
Nobz - as above at same cost (covers off the normal complaints of nobz being overpriced)
Independant mob like warlocks or DA command squad. Must match warboss selection of bikes/cyboars. Trukk or battlewagon option.
Painboss & Cyborks - largely unchanged
Big mek & mekboyz - largely unchanged but matched weapons allowed.
Oddboyz - most mobs have option to add one (or more) oddboyz; mekboys, mad doks, or wierdboyz. Not all mobz have all 3 options.
Wierdboyz - as feral orks but not independant characters, 1 wound. Much cheaper. Eadbutt and Psychic vomit powers as currently. Much cheaper! Normal perils of the warp effect but head explodes on an eadbang (
blast perils of the warp!). Wierdboy stikk earths psychic attacks on the mob on a 5+
Elites
Flash gitz:
Double normal number of ammo runts allowed (6). Any number of kustom sluggas or big shootas.
Kommandoes:
Gain a normal ork t-shirt save, just for consistancy
Ard Boyz:
No change needed
Madboyz:
Normal ork statline but S4 - fearless but orks won't mob up with them. Get disturbed. Mad Dok or wierdboy only leader option.
Stormboyz:
No change needed
Troops
Boyz:
9 points each, come with choppa and either slugga or shoota (or a mix). Stikkbombz can be added at +1 point for frag and krak bombz. 'Eavy weapons replace slugga/shoota.
Grots:
No change needed
Tankbustas:
Definitely no change needed!
Fast attack:
Warbikes - no change. Can be upgraded to deth koptas - 4+ save, jet bike, cannot field a nob - at a cost per model. Troops if Warboss & Nobz bike-mounted
Warbuggy/Wartrak - no change.
Trukk Boyz - No change
Boarboyz - Normal Ork Statline, mounted on cyboars. Troops if wrboss and nobz boar-mounted.
Heavy Support
Big Gunz - unchanged
Lootas - Update weapons/transport options and include in codex.
Looted vehicles
Killa Kanz - count as a mob for waaaagh checks. Can upgrade a killa kan to dreadnought weapons set for extra cost (cheap compared to curent dread cost)
Battlewagons - not 0-1 - allows mechanised army!
Gunwagons - a touch better armoured
Major rules changes - mob size checks use the number of models you count as for outnumbering: i.e. boyz 1, nobz 2, warboss 3, killa kan 5, dread 10
No, I haven't forgotten Skarboyz! 'Skarboyz' indicates veteran status - and is availible as an upgrade to all 'fighty' mobz: boyz mobz, stormboyz, boarboyz, ardboyz, kommandoes, trukk boyz, etc. Cost varies, depending on mob type, but +2 points a model for normal boyz, +3 for more dangerous types like boarboyz or ard boyz. The option makes sense to me - da 'Ardest boyz is da ones what gets da best armour and gear...
Special Characters:
Hmm.....
Ghasgkhull Mag Uruk Thraka - has to be! T5 (base) , WS6 W4 Warboss. Mega Armour, Kustom Shoota. Adamantium skull gives immunity to instant death. Armed with dreadnought close combat weapon rather than power klaw. Counts as a Waaagh banner with double normal range. Cost? Shedloads.
Of course you could always use him as Snagrod/Nazdreg/Gorgutz/whoever in the same way that you find eldar armies with 'Jeff Ulthran'....
Would love to see Thrug Bullneck back as a lower level character (Skarboss). Adds preferred enemy Space marines to the mob he joins (ATSKNF space marines only to save arguments)