Баян наверное, но для орководов очень увлекательное чтиво.
Оригинал тут: http://www.librarium-online.com/forums/rul...en-welcome.html
Things that WILL NOT get talked about in this thread (hopefully)
Toughness 5 Warboss
Stength 4 for the standard orkz
Rending Choppas ('uge Choppas, though...)
Any and all increases in the ork ballistic skill
Now that I've got that out of the way... one of the other forums I frequent had a rather large thread devoted to possible changes in the ork codex, and it got me thinking about some of the changes that I would make. Not all of these are totally original (a smart runtherda named Orkdom did most of the gruntwork), and I wouldn't dream of claiming credit. What I would like, however, is some outside opinion on them. Anyway, here goes...
Space Ork Special Rulez
WAAARGH!!! - As it is currently, save that on a successful charge the orks also gain +1 strength, and if the value rolled on 3d6 is lower then the mob size, they may use their increased initive to persue enemies.
DAKKA DAKKA DAKKA!!! - The ork approach to shooting is normally limited to holding down the trigger and wildly flailing their shoota at the nearest group of skumgrods. This might not be very conductive to actually hitting the enemy, but it sure as all hell makes them keep their heads down while the slugs go flying past. If the number of shots fired exceeds the value rolled on 3d6, then the enemy unit must test for penning. This is limited to the number of shots in range. A squad of 20 boyz armed with 3 big shootas and shootas firing at a unit of guardsmen that are 30" away have to roll a 10+, not a 43. (Possible Errata- this is made at +1 leadership?)(Another Errata- Simply count number of guns being fired as opposed to shots fired?)
Dat Ain't Nuttin', Ya Runt! - All orks gain the benefits of a 6+ Feel No Pain Save. This, of course, does not include grots.
Headquarters Changes
Boss Rulez- An Ork Boss may treat shootas as one-handed weapons, and thanks to their sheer size may either use the 'Uge Choppa as a one-handed HCCW that gives +2S and strikes at initive, or as a two-handed CCW that gives +2S, rends, and strikes at initive. Also, the boss counts his wounds-worth in models when it comes to figuring out Mob Size.
Big Boss - An Ork force may be lead by a Big Boss if they number below 1500 points. He has the same stats as an ork nob, but gains +1 attack and +1 leadership, and benefits from the Warboss Rules. If a Warboss is taken as the main HQ choice, then the Big Boss may be taken as the second. He leads a unit of 0-3 Nobz, 0-1 Mekboyz, 0-1 Maddokz, and 0-6 Skraggaz (Skarboy stats, may purchase 'Uge Choppaz and 'Eavy Armour) and may purchase a transport.
Klan Background - A Warlord of a band would have risen to his position after rising through the ranks of the ork force. Just because a Boss is no longer slogging around with his boyz, however, doesn't mean that he's forgotten where he started from. Please see the list at the bottom of this post for what I'm talking about. I could use some ideas for 'em, personally.
Big Mek - The 'Ead Mekanikz helpers may leave and join other units, operating under the basic principle of a Comissar.
Painboss - A Painboss may be joined by 4-12 Cyborks and by 1-3 Maddokz. Like the Big Mekz ladz, they may split off and join other units, although they may not join a unit where a Mekboy has already joined (or vice versa). The two would only get into a furious arguement and start to beat up on each other about which technique is the best!
Elites Changes
Either a Big Mek or a Painboss may be used as an elites choice. Should one be taken as an Elite, the other can only be brought to the board as an HQ choice.
Kommandoz - Gain the Scout universal special rule, as well as the cover save and the ability to set booby-traps and ambush as stated in the Catachan Codex. No changes to unit size, but may purchase an Ork Bigbomm (see wargear) in addition to their special weapon.
Stormboyz - Gain the Psycho-riders special rule from Warbikez, and drop 1-2 points in cost.
Flash Gitz - No need to pay for the upgrades to their shoota if they take a special weapon. Cost for upgrades also drop by 1 point.
Skarboyz - May purchase 'Uge Choppas along with the other special weapons.
'ardboyz - ...?
Troops Changes
1-3 Grot Skwadz may be purchased as one choice from the FOC. No other changes needed. These little buggerz are great as is.
Stikkbommaz - May purchase one Ork Bigbomm in addition to their three special weapons.
Tankbustaz - May purchase up to 4 rokkit launchas, but at the same increased cost.
Possible drop in points value for the boyz in general. I'm a little bit leery of this one, now that I think about it, but still...
Fast Attack Changes
Trukkboyz - Are only entangled on 6+, squad size increased to 15.
Warbikes - Drop in points value by at least 5+ points. Assault bikez gain a choppa and an additional CCW.
Heavy Support Changes
Dreadnaughtz - General points reduction, +1 attack. May purchase additional close-combat arms as opposed to additional weapons, and gain +1 attack for each. May also make use of grot riggerz. (Note: Killa kanz will not change in the slightest, just Dreadnaughtz).
Lootaz - May make use of any Imperial (read: SoB, ImpGuard, SMurfs, Xenohunters, Demonhunters, witchhunters, what have ye) tech, as well as select Tau and Eldar gear. The 'Oops... sorry mate' rule is only rolled if you move and fire your looted weapons. Heavy Weapons may be fired on the move, but get you an 'Oops' roll on 1-2. The Oops hit may be given to ANY ork unit within range, saving grots (they're too small a target!). (Errata - Unit has the ability to choose a set amount of special weapons and heavy weapons for a point-cost appropriate to their ballistics skill).
Big Gunz - Drop to 20 points each. Gain the special rule that the attatched slaver or mek may fire independently of the krew.
Looted Vehicles - Any and all Imperial tech is lootable. Yes ladz, now you too can have your very own Landraider Crusaider.
Wargear Changes
Mega-Armour - Confers a +1 increase to toughness to wearer (although this does not count towards insta-kill). May be armed with a powerklaw and shoota, as well as any vehicle weapon. Another possible option may be to arm them with 'Uge Choppas as base, and have them move to a powerklaw. Still must make checks as though moving through difficult terrain as normal. (Errata - may purchase the Spikes n Blades vehicle upgrade?)
'uge Choppa - Counts as a two-handed HCCW that confers +2 S and strikes at initive OR two-handed CCW that confers +2 S, rends, and strikes last. The Nob may not fire the same round he chooses to use it to rend. (The Warboss' rulez superceed this). (Note: A nob armed with a 'uge choppa can already slice through most of the light transports and a good deal of the side armour of tanks as is. I do not think that it is unfluffy or unbalanced for said nob to be able to slam a 200+ pound half-sharpened wedge through steel. Thoughts are, of course, welcome).
Zzap Gunz - Treat as an AP1 gun, same stats as before.
Kustom Mega-Blasta - May be fired on the move, but gets hot on 1-2. If mounted on a suit of Mega-Armour (only availible to Big Mek or to a Warboss that choses the Bad Moon background), it gets hot normally.
Ork Bigbomm - Little more then three or four Tankbusta bommz taped, nailed, and welded together, treat this as a Detcharge with the following profile - S6(7?), AP3, Heavy 1, Large Blast Marker. Once used, it's gone for good.
Wartrukk - May hold up to 15 models.
Kustom Kombi-Weapon - Yet another sheer marvel of Ork mayhem, the Kustom Kombi-Weapon is only found in the arms of Mekboyz (mostly because any self respecting ork would have nothing to do with it). Opperating on the same principle of the Zzap gun, the Kombi-Weapon belches forth a stream of energy that can vaporize anything that it touches... or reflect harmlessly off of the lighest armor. Stats - Strength 2+d6, AP d6+1, Assault 1 Range 24". On a roll of 1 to hit, place the small blast template over the unit and all those that are touched by it must make a save against half of that blast's toughness as it overheats.
Backgrounds for Warbosses
Goff - Furious Charge, or something like it, only different. Mostly different.
Evil Sun/KoS - Skilled Rider if mounted on a warbike, gains the Trukka special rule if not.
Snakebite - Part of me wants him to take a super cyboar and skilled rider, and another part of me wants to see his Feel No Pain save increased to 5+ (thanks to all of the snake venom that's made him tougher) with restrictions on what gear he'd take (no mega-armour, for example).
Bad Moon - Can take a twin-linked version of a Kustom Mega-Blasta.
Blood Axe - May Infiltrate, gains Scout special rule.
Deathskull - Gains the Tankhunting skill (or something like it). Not sure what else.
Freeboota - Not entirely sure... thoughts, comments?
Anyway, thoughts, comments, death threats, cries of 'cheese'? Let's try to keep this civil and treat it as nothing more then an intellectual game. It's my hope that these proposed changes will not change up what an ork army is truly about (a ramshackle horde that will normally have problems with destroying armour, for example...).