I'm poking around with statting out some Orks for a DW game, and decided they aren't shoot-and-scoot enough. So, I'm thinking of house-ruling a SQ for some of the Ork ranged weapons to give them more of a rushing tide feel.
Assault - This weapon may be fired as part of a move action. The weapon gains 'Inaccurate' until the beginning of your next turn. If the weapon is already 'Inaccurate' then there are no additional penalties.
For my purposes, I'm not too worried about the implications - Orks firing on full auto while at full run. I've got some IG fodder for them to shoot up, since their guns aren't likely to trouble the Marines much save for the largest of Hordes. I do not plan on adding this to most of their weapons, just the basic Shoota and perhaps one or two specialty weapons.
Any thoughts, suggestions, or anything like that, feel free to comment. With a little refinement, this might be a tool to give the occasional xenos battle a little bit of spice.
Hmm, Ork weapons already are Inaccurate, except for them, so you'd be making them so all around? Otherwise, there's no penalty for the Orks to use it. Orks already can't hit anything with any part of their gun but the butt, and they aren't supposed to.
Seems odd to be trying to improve Ork's shootiness, when that is supposed to be one of their shortcomings. Oh well, I hope it works out for you. Could be of use for some non-Orks, though, who can hit the broadside of a Broadside.