[Archive] Ork Dokta Rules development

Joshmohr:

Ive always loved the painboyz in my ork army, along with the mad dok who is utterly useless. So why not make some scenario rules?

Ork Masta’ Dokta: 250pts

WS BS S T W I A Ld Sv

5 2 4 5 3 4 4 9 6+

Equipment: Doks Tools, ‘Nasti Syringe, The doks helpas’, and orkium.

Doks tools: See pain boy

‘Nasty Syringe: A syringe filled with vial toxin only matched by the dark eldar’s most lethal, a dokta will stab his enemy’s and inject it into the unlucky victim. The syringe is a poison weapon that ignores armor saves and will always wound a target. No feel no pain saves allowed.

The doks helpas’: The dok has three grot orderly

Orkium: A highly potent fungus made pain killer, often strong enough to kill a human with a single drop. At the begging of the turn, roll to see what effects that the vile orkium has- The effect effects the dok and any unit he joins until he leaves:

1-2: To slow!! The unit gains slow but purposeful, and has a 4+ invulnerable save

3-4: RARRGH! The unit gains fearless and fleet of foot.

5-6: To much WAAAGH! The unit gains a sudden rush as something has gone horrible right- The unit gains fleet of foot, a 5+ invulnerable save, and +1 toughness.

Special Roolz: Mob rule, furious charge, waaagh!

Orkish Defibrillator: A defibrillator rigged to shoot out raw electricity- The dokta is able to use the wierdboy power “Zzap” without taking a psychic test. The defibrillator is a assault weapon, and may only fire three times.

Fequiil:

cool rules, it’s devinately going to give some fun gaming experience!