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Ork Codex Suggestion 1.3 [40K]

 
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 16) Posted: Sat Jun 17, 2006 12:33 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: rec>games>miniatures>warhammer (more info?)

FAST ATTACK: STORMBOYZ

Points WS BS S T W I A Ld Sv
Stormboy 13 4 2 3 4 1 2 2 7 6+
Nob +15 4 2 4 4 2 3 3 7 6+

Mob: The mob consists of between 5 and 20 Orks.

Weapons: Each Ork is armed with a slugga and choppa.

One Ork may be upgraded to a Mek for +15 pts. A Nob may be given any
equipment from the Ork Armoury.

--------
SPECIAL RULES:

Jump Infantry: Stormboyz are equipped with Jump Packs and follow the rules
for Jump Infantry.

Da Need For Speed: Stormboyz are well known for pushing their jump packs to
the very limit of performance, whether through a reckless addiction to speed
or a desire to be the first to charge into the enemy ranks (often both!).
Whenever a Stormboyz mob moves, the Ork player may declare that they are
moving an additional 6” this turn (giving the mob a maximum move of 18”).
Every Stormboy in the mob must pass a dangerous terrain test or be removed
as a casualty. A Stormboyz mob cannot assault in the same turn as they make
a Need For Speed move.
--------

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 17) Posted: Sat Jun 17, 2006 12:34 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

FAST ATTACK: WAR-RIDERZ

Points WS BS S T W I A Ld Sv
Boy 6 4 2 3 4 1 2 2 7 6+
Nob +18 4 2 4 4 2 3 3 7 6+

Mob: The mob consists of between 3 and 10 Orks.

Weapons: Each Ork is armed with a close combat weapon. The entire mob may
replace their close combat weapons with sluggas at a cost of +1pt per model,
or choppas at a cost of +2pts per model.

Options: The entire mob must be given one of the following options:
- mounted on Warbikez at a cost of +10pts per model.
- mounted on Warbikez armed with twin-linked sawn-off big shootas at a cost
of +20pts per model.
- mounted in DethCoptaz armed with twin-linked sawn off big shootas at a
cost of +24pts per model.

One Ork may be upgraded to a Nob for +18 pts. A Nob may be given any
equipment from the Ork Armoury. Note that a War-Rider Nob carrying two
single handed weapons will not gain an additional attack bonus, as he must
use at least one hand to control his vehicle.

Up to 1 War-riderz mob in the Ork army may be upgraded to Outriderz at a
cost of +8pts. Outriderz gain the universal special rule for Scouts as
described on p.75 of the 40K rulebook.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 18) Posted: Sat Jun 17, 2006 12:35 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

FAST ATTACK: TRUKKA BOYZ

Points WS BS S T W I A Ld Sv
Boy 7 4 2 3 4 1 2 2 7 6+
Nob +14 4 2 4 4 2 3 3 7 6+
Mob: The mob consists of between 5 and 15 Orks.

Weapons: Each Ork is armed with a close combat weapon and either a slugga or
shoota. The entire mob may upgrade their close combat weapons to Choppas at
a cost of +1pt per model

Up to one Ork may be armed with either a big shoota for +10pts, a Rokkit
Launcha for +8pts, a burna for +8pts, or a big choppa for +3pts.

Options: The entire mob may be equipped with frag stikkbommz at a cost of
+1pt per model, or krak stikkbommz at a cost of +2pts per model.

The entire mob may be given the Bail Out rule for +2pts per model. Members
of a mob upgraded in this way is only wounded on a 6+ if their Trukk is
destroyed, rather than on a 4+ as would normally be the case. In addition, a
mob with the Bail Out rule which becomes Entangled is not pinned, but is
treated as being in Difficult Terrain for the duration of the following
turn, and always counts as having moved for shooting purposes.

One Ork may be upgraded to a Nob for +14 pts. A Nob may be given any
equipment from the Ork Armoury.

The mob must be mounted in a Trukk. Note that the Trukk must include
sufficient transport capacity to mount the entire mob (or put another way,
the mob must be small enough to all fit with the Trukk's transport capacity)

----------------
Ork Trukk:
An Ork Trukk has the following baseline profile:

Points Front Armour Side Armour Rear Armour BS
Trukk 15 AV10 AV10 AV10 2

Type: Open Topped

Transport Capacity: The Trukk may transport up to five Orks.

Weapons: A Trukk is armed with up to two of the following weapons: Big
Shoota at a cost of +8pts each, Rokkit Launcha at a cost of +9pts each,
Skorcha at a cost of +8pts each, Twin Linked Big Shoota at a cost of +12pts
each, Twin Linked Rokkit Launcha at a cost of +15pts each.

Options: An Ork Trukk may purchase any combination of the following options:

- Increase transport capacity from 5 to 10 models: +10pts
- Increase transport capacity from 5 to 15 models: +20pts
- Upgrade Trukk to enclosed vehicle: +2pts
- Add 1-3 Fire Points to enclosed Trukk: +3pts each
- Add side Access Points to enclosed Trukk: +10pts
- Upgrade Trukk to Fast vehicle: +8pts
- Upgrade Trukk's front armour from AV10 to AV11: +10pts
- Upgrade Trukk's front armour from AV10 to AV12: +18pts
- Upgrade Trukk's front AND side armour from AV10 to AV11: +22pts
- Upgrade Trukk's front armour from AV10 to AV12 AND upgrade side armour
from AV10 to AV11: +30pts
- Arm Trukk with 1-3 Bolt-on Big Shootas: +5pts each
- Upgrade Trukk with Squig Fuel Injector: +10pts
- Upgrade Trukk with Grot Riggaz: +8pts
- Upgrade Trukk with 1-3 Combat Implements: +7pts each
- Assign a Mek Gunner to any weapon: +7pts
- Upgrade Trukk with Force Field Projecta: +18pts
- Upgrade Trukk with Spikez and Bladez: +5pts
- Upgrade Trukk with Stikkbomm Chukka: +5pts
- Upgrade Trukk with one of the following Paint Jobz:
- Red Paint Job: +3pts
- Blue Paint Job: +4pts
- Black Paint Job: +2pts
----------------

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 19) Posted: Sat Jun 17, 2006 12:35 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

FAST ATTACK: WARTRAX

Squadron: A Wartrak Squadron consists of between 1 and 5 Wartrax.

A Wartrakk has the following baseline profile:

Points Front Armour Side Armour Rear Armour BS
Wartrak 15 AV10 AV10 AV10 2

Type: Open Topped

Weapons: A Wartrak is armed with up to two of the following: Big Shoota at a
cost of +8pts each, Rokkit Launcha at a cost of +9pts each, Skorcha at a
cost of +8pts each Twin Linked Big Shootas at a cost of +14pts each, Twin
Linked Rokkit Launcha at a cost of +15pts each, Kannon (1 only, may not take
any other weapons) at a cost of +20pts, Zzap Gunn (1 only, may not take any
other weapons) at a cost of +25pts, Kustom Mega Blasta (1 only, may not
take any other weapons) at a cost of +16pts, Kustom Soopa Shoota (1 only,
may not take any other weapons): +20pts

Options: A Wartrak may purchase any combination of the following options.
Each Wartrak must be given the same upgrades.

- Upgrade Wartrakk to Fast vehicle: +8pts *
- Upgrade Wartrakk to enclosed vehicle: +5pts *
- Upgrade Wartrakk's front armour:
- from AV10 to AV11: +12pts *
- Upgrade Wartrakk's front AND side armour from AV10 to AV11: +22pts *
- Upgrade Wartrakk with Squig Fuel Injector: +10pts *
- Upgrade Wartrakk with Grot Riggaz: +5pts *
- Upgrade Wartrakk with Spikez and Bladez: +5pts *
- Upgrade Wartrakk with Stikkbomm Chukka: +7pts *
- Assign a Mek Gunner to any weapon: +7pts

- Upgrade Wartrakk with one of the following Paint Jobz: *
- Red Paint Job: +5pts
- Blue Paint Job: +6pts
- Black Paint Job: +4pts

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 20) Posted: Sat Jun 17, 2006 12:36 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

HEAVY SUPPORT: LOOTAZ

Points WS BS S T W I A Ld Sv
Ork 20 4 2 3 4 1 2 2 7 6+
Nob +12 4 2 4 4 2 3 3 7 6+

Mob: The mob consists of between 4 and 10 Boyz.

Weapons: Each boy is armed with a Kustom soopa shoota.

Options: Up to two Boyz may replace their Kustom Soopa Shootas with Kustom
Mega Blastas for +5pts.

One Boy may be upgraded to a Nob for +12pts. A Nob may be given any
equipment from the Ork Armoury.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 21) Posted: Sat Jun 17, 2006 12:37 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

HEAVY SUPPORT: WAGUN
An Ork Wagun has the following baseline profile:

Points Front Armour Side Armour Rear Armour BS
Wagun 40 AV12 AV10 AV10 2

Type: Open Topped, Tank

Weapons: An Ork Wagun must be armed with between 2 and 4 of the following:
Big Shoota at a cost of +8pts each, Rokkit Launcha at a cost of +8pts each,
Skorcha at a cost of +10pts each, Twin Linked Big Shoota at a cost of +12pts
each, Twin Linked Rokkit Launcha at a cost of +12pts each, Kustom Mega
Blasta at a cost of +15pts each.

In addition, an Ork Wagun may be armed with up to one of the following:
Kannon at a cost of +22pts, Zzap Gunn at a cost of +25pts, Lobba at a
cost of +18pts Kustom Soopa Shoota at a cost of +20pts, Soopagun (may not be
combined with increased transport capacity of 15 or 20) at a cost of +40pts,
Big Lobba (may not be combined with increased transport capacity of 15 or
20) at a cost of +35pts.

Options: An Ork Wagun may purchase any combination of the following options:

- Increase transport capacity:
- from 0 to 10 models: +10pts
- from 0 to 15 models: +20pts
- from 0 to 20 models: +30pts

- Upgrade Wagun to enclosed vehicle: +15pts
- Add 1-5 Fire Points to enclosed Wagun: +4pts each
- Add side Access Points to enclosed Wagun: +10pts
- Add front Access Point to enclosed Wagun: +15pts

- Upgrade Wagun's front armour:
- from AV12 to AV13: +15pts
- from AV12 to AV14: +35pts
- Upgrade Wagun's side armour:
- from AV10 to AV11: +15pts
- from AV10 to AV12: +25pts

- Upgrade Wagun with Squig Fuel Injector: +10pts
- Upgrade Wagun with Grot Riggaz: +10pts
- Upgrade Wagun with 1-4 Combat Implements: +7pts each
- Upgrade Wagun with Force Field Projecta: +23pts
- Upgrade Wagun with Stikkbomm Chukka: +10pts
- Upgrade Wagun with up to one of the following Paint Jobz:
- Red Paint Job: +3pts
- Blue Paint Job: +4pts
- Black Paint Job: +2pts

- Assign a Mek Gunner to any weapon: +7pts each
- Arm Wagun with 1-5 Bolt-on Big Shootas: +5pts each

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 22) Posted: Sat Jun 17, 2006 12:37 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

HEAVY SUPPORT: 0-2 BIG GUNZ BATTERY

Points WS BS S T W I A Ld Sv
Grot 3 2 2 2 2 1 2 1 5 -
Mek 12 3 3 3 4 1 2 1 7 6+

Battery: A Big Gunz battery consists of between 1 and 3 artillery crews,
each made up of a Mek and between 2 and 5 Grot loadas.

Weapons: The Mek is armed with a slugga.

Options: Each artillery krew must be purchased one of the following
artillery pieces: Lobba at a cost of +15pts, Kannon at a cost of +20pts,
Zzap Gunn at a cost of 25pts. All artillery pieces in the battery must be of
the same type.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 23) Posted: Sat Jun 17, 2006 12:38 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

HEAVY SUPPORT: 0-1 SPESHUL ARTILLERY

Points WS BS S T W I A Ld Sv
Grot 3 2 2 2 2 1 2 1 5 -
Mek 12 3 3 3 4 1 2 1 7 6+

Battery: A Big Gunz battery consists of a single artillery crew, made up of
a Mek and between 2 and 5 Grot loadas.

Weapons: The Mek is armed with a slugga.

Options: Each artillery krew must be purchased one of the following Special
artillery pieces: Squig Catapult at a cost of +30pts, Pulsa Rokkitz at a
cost of +35pts, Shokk Attakk Gunn at a cost of +40pts, Tellyporta at a cost
of +50pts.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 24) Posted: Sat Jun 17, 2006 12:38 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

HEAVY SUPPORT: DREDD

A Dredd has the following baseline profile:

Points WS BS S Front Armour Side Armour Rear Armour I A
Dredd 30 4 2 5 AV11 AV11 AV10 2 2

Vehicle Type: Walker, Open Topped

Weaponry: A Dredd must be armed with between two and four of the following:
Big Shoota for +8pts, Rokkit Launcha for +6pts, Skorcha for +10pts, Kustom
Mega Blasta for +14pts, or Dreadnought Close Combat Weapon for +10pts.

Options: A Dredd may be given any combination of the following options.

- Upgrade Dredd with Stikkbomm chukka: +10pts
- Upgrade Dredd's front armour from AV11 to AV12: +15pts
- Upgrade Dredd's front AND side armour from AV11 to AV12: +25pts
- Upgrade Dredd to enclosed vehicle: +5pts
- Upgrade Dredd with Force Field Projecta: +20pts
- Upgrade Dredd with Grot Riggaz: +6pts
- Upgrade Dredd with Slikk Servos: +12pts
- Upgrade Dredd with up to one of the following Paint jobs:
- Red Paint Job: +3pts
- Blue Paint Job: +5pts
- Black Paint job: +6pts

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 25) Posted: Mon Jun 19, 2006 6:18 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44934039$0$3537$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> FAST ATTACK: TRUKKA BOYZ

<snip>

> The entire mob may be given the Bail Out rule for +2pts per model. Members
> of a mob upgraded in this way is only wounded on a 6+ if their Trukk is
> destroyed, rather than on a 4+ as would normally be the case. In addition, a
> mob with the Bail Out rule which becomes Entangled is not pinned, but is
> treated as being in Difficult Terrain for the duration of the following
> turn, and always counts as having moved for shooting purposes.

This is new, isn't it? I like it.

--
Joakim
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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 26) Posted: Mon Jun 19, 2006 6:30 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44933d24$0$3524$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> ORK WEAPONS:

<snip>

> Kustom Mega Blasta 36” 7 2 Assault 1, Blast, Gets Hot

R24" and mek only.

--
Joakim
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 27) Posted: Mon Jun 19, 2006 10:48 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Myrmidon" <Imnot DeleteThis @home.com> wrote in message
news:MPG.1efea75d2c00c3c498a818@news-server.woh.rr.com...
> In article <44933c32$0$3544$ed2619ec@ptn-nntp-reader01.plus.net>,
> shiny*blue*thing@yahoo.co.uk says...
>> Here it is again, as promised. For extra spamminess, and to make the
>> thing
>> easier to break up, I'll put up each section and unit as a seperate post
>> and
>> see how that goes....
>>
>> Tim
>
> Hell! I'm still trying to read my Citys of Death dex. You're
> gonna make my eyes bleed! I'll have to save all the parts and see how
> it looks - or do you have the whole thing in a single MS Word Doc by any
> chance? Thanks for the hard work.

I've got a pdf, if you want it. Mail me (replace asterisks with underscores,
like my sig says) and I'll send it over.

Or I could just post a copy to genbus, I guess...

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 28) Posted: Mon Jun 19, 2006 10:59 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
news:slrne9dqkf.8q6.nouser@crux.id.gu.se...
> In article <44934039$0$3537$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> FAST ATTACK: TRUKKA BOYZ
>
> <snip>
>
>> The entire mob may be given the Bail Out rule for +2pts per model.
>> Members
>> of a mob upgraded in this way is only wounded on a 6+ if their Trukk is
>> destroyed, rather than on a 4+ as would normally be the case. In
>> addition, a
>> mob with the Bail Out rule which becomes Entangled is not pinned, but is
>> treated as being in Difficult Terrain for the duration of the following
>> turn, and always counts as having moved for shooting purposes.
>
> This is new, isn't it? I like it.

The Entangled clause is new, but the rule is optional extra rather than
standard issue. Also, I should add the limitation that it only works on
open-topped vehicles.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 29) Posted: Mon Jun 19, 2006 11:02 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser DeleteThis @notmydomain.se> wrote in message
news:slrne9drac.8q6.nouser@crux.id.gu.se...
> In article <44933d24$0$3524$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> ORK WEAPONS:

>> Kustom Mega Blasta 36" 7 2 Assault 1, Blast, Gets Hot
>
> R24" and mek only.

As it stands, not even the Meks get it - it isn't in the armoury, so its
Lootaz and vehicles only. Should probably be allowed for the Mek, on
reflection, and I think you're right about the range.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 30) Posted: Tue Jun 20, 2006 7:36 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Helicon_One" <shiny*blue*thing@yahoo.co.uk> wrote in message
news:44971bfc$0$69357$ed2619ec@ptn-nntp-reader01.plus.net...
> "Myrmidon" <Imnot.RemoveThis@home.com> wrote in message
> news:MPG.1efea75d2c00c3c498a818@news-server.woh.rr.com...
>> In article <44933c32$0$3544$ed2619ec@ptn-nntp-reader01.plus.net>,
>> shiny*blue*thing@yahoo.co.uk says...

>>> Here it is again, as promised. For extra spamminess, and to make the
>>> thing
>>> easier to break up, I'll put up each section and unit as a seperate post
>>> and
>>> see how that goes....
>>>
>>> Tim

>> Hell! I'm still trying to read my Citys of Death dex. You're
>> gonna make my eyes bleed! I'll have to save all the parts and see how
>> it looks - or do you have the whole thing in a single MS Word Doc by any
>> chance? Thanks for the hard work.

> I've got a pdf, if you want it. Mail me (replace asterisks with
> underscores, like my sig says) and I'll send it over.

> Or I could just post a copy to genbus, I guess...

OK, latest version on genbus now.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
 >> Stay informed about: Ork Codex Suggestion 1.3 [40K] 
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[40K] Codex for Ultramarines?? - Hi All, Is there a codex for Ultra-Marines? I've seen one for Space Marines, Blood Angles and Dark Angles. Thanks a lot Mike

[40K] Newbie Questions? - Hi, I just started to get interested in WarHammer 40K and was wondering if all you kind folks out there could answer some basic questions? 1. How do people decorate the bases of the models? I've seen some that are green (grass) and some that are sand...

(40K) Use of special characters - I'm a bit unsure of the letter/spirit of the rule concerning use of special characters (M. Calgar, Nightbringer, etc.). From what I've read and re-read, it is acceptable to use a SC in a game without the approval of your opponent (letter), but it is..

[40K] - Hi, I got the Battle for Macragge Box set and a WarHammer 40K Rule Book from Ebay. A couple of things that confuse me are: 1. In the 40K Rule Book that came with Battle for Macragge Box, the unit characteristic profiles list the following: WS, BS, S...
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