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Made in us
Consigned to the Grim Darkness





USA

So, here goes. This is going to be expanded with more, as people give me ideas or as I come up with them, but the general idea is that to do this, you sacrifice certain units to gain access to other units, either more of them, in different slots than normal, at a different price, etc. First round is a simple one to one unit lost / unit gained ratio. So here goes!

Bad Moons
-- Lose access to Nobs outside of mega armor (it's flashy enough for them)
-- Flash Gitz can be taken as Elites with a mandatory 1 point per model upgrade of Targetin' Squig which increases BS to 3.

Blood Axes
-- Lose access to Nobs outside of mega armor (they're not orky enough for nobs)
-- May take Kommando Boss as HQ (warboss with infiltrate at +10 points, no mega armor option)
---- Allows up to two kommando mobs to be taken as troops.

Deathskulls
-- Lose access to Stormboyz (they keep stealin' my rokkit!)
-- Lootaboyz can be taken as Heavy Support, with an optional exchange for Beamy Deffguns
---- R36", S7 AP3 Heavy 1 Lance

Evil Sunz
-- Lose access to Mega Armor (ain't fast 'nuff!)
-- Warbuggies/Wartrakks can be taken as elites with a mandatory upgrade of Fast for +5 points per model.

Goffs
-- Lose access to Kommandos (ain't orky 'nuff!)
-- 'Ard Boyz become Scarboyz, no longer limited to 0-1
---- Scar Boyz have S4 I3, but no 'Eavy Armor.

Snakebites
-- Lose access to Battlewagons (too much techno... nolo... too much metal bitz!)
-- Gain access to Squig Hordes as troops.
---- 12 pts per model, WS4, BS-, S3, T4, Wn3, I2, A4, Ld10, Sv-
---- Infantry, Rage, Fleet, Fearless, Swarms. Max 10 models per unit. Do not score.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
Kelne



Lost

Nice idea. But for the sun freekz I would say all infantry units must be mounted in a fast transport, no killa kans/dreads/lootas/SAGs. Also BWs counts as fast for 10 points as a non optional upgrade, and should be allowed mega armour.




   
Made in us
Consigned to the Grim Darkness





USA

Dunno, that seems a bit drastic...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
Death-Dealing Devastator





UK

I like the Squig idea for the Snakebites.

A lot.
   
Made in gb
Calculating Commissar






Reading, Berks

Melissia wrote:Dunno, that seems a bit drastic...


He's right though. What self respektin' speed freak is going to walk, or allow himself to be interred into a kan or dread? They are all far too slow moving. The Sunz are all for speed, speed and more speed.
I'm sure there's something like this in IA8, but it's been a while since I last read it


   
Made in us
Liche Priest Hierophant






Evil Sunz:
Yeah, Speed Freeks should have mandatory transports or vehicles- nothing that can't go at least 12" during the Move phase.

Warbuggies are already Fast.

Snakebites:
I think the Squig Hordes should be Beasts instead of Infantry, and a tad cheaper; maybe 10 points per model.

Maybe also forbid non-creature transports (so things like Squiggoths would be allowed, but not looted wagons or Trukks) and Bikerboyz are changed to Boarboys?
Boyz statline, type: Cavalry, Wargear- Choppa, Slinga (counts as slugga), can replace Slinga for a Chukkin' Spear (counts as Shoota) for +5 points, costs 20 points each.

Bad Moons:
An increase to BS3 for Gitz is worth a lot more than 1 point. At least 3 points, maybe 5. Perhaps it costs one point per model, but they lose their 'eavy armour?

Blood Axes:
Not sure why non-Mega Armoured nobz aren't Orky enough for Blood axes, though. Maybe dissallow Tankbustas (not enuff disiplin) and allow either Snikrot or Zagstruk to be taken as an HQ, allowing for a squad of their unit type to be taken as troops?

I like the Dethskulls and Goffs ones, though.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Consigned to the Grim Darkness





USA

Tankbustas are just like 'umie tank hunter squads.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Gangly Grot Rebel





Give Snakebites access to poison attack.


 
   
Made in gb
Calculating Commissar






Reading, Berks

Snakebites are more inclined to use boarz/cyboarz than bikes, that's true... but they still use technology. It's not like they are behind the times, like the savage orks from fantasy. As DaNewBoy said, poison makes sense for them as they use snakes/snake venom in klan rituals.

As for Blood Axes, I don't see why mega armour is out... it's just like Terminator armour, but for Orks. Very military. They may not use freebootaz as they are outside the chain ov kommand. They would probably look down on lootaz too for being undisciplined. Everything else fits well.

   
Made in ca
Stone Bonkers Fabricator General






Probably need a quick recap on what their respective kultures were again.

 
   
Made in us
Liche Priest Hierophant






Goffs: 'ard, stompy. They like close combat, and marching in hordes. Ghazkhul Thrakka is a Goff. Like Black, with white Cheks.

Snakebites: Old ways are best. Live off da land, nona doze fancy newfangled fings. get bitten by poisonous snakes before becoming a proppa boy of the Snakebites. Like red and white dags.

Bad Moons: Gotz da most Teef, buy the flashest things. Like showing off. Kaptin Badrukk's a Bad Moon, wiff 'iz gold armour. Like yellow and gold.

Deth Skullz: Have a very loose definition of property, will take anything that's not nailed down. Sneaky, theifs. Lootas and Looted wagons are mostly Deth Skullz. Like the color blue, they think it's lucky.

Blood Axes: Dey'z aktually think about things, and try tactics and strategerie. Like Camoflage, though they don't really understand how it works. Kommandos are usually Blood Axes.

Evil Suns: Like going fast. Really fast. Wazdakka is an Evil Suns boy. Like the color red, 'cause da red wunz go fasta.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in ca
Stone Bonkers Fabricator General






Thanks, always thought Bad Moons were pretty funny. An entire clan based around the fact that the grow more teeth.

 
   
Made in us
Lord of the Fleet





Texas

KamikazeCanuck wrote:Thanks, always thought Bad Moons were pretty funny. An entire clan based around the fact that the grow more teeth.


I also think they dont rot as fast making them longer term currencies

But I think moving Flash Gitz to elites doesnt help them too much (still have lootas to worry about!) Maybe like the blood axes, make them 0-2 troops? Maybe also make it that ork nob leaders, meks, and warbosses can take snazzgunz to show off their stuff! Also isnt it fluffy for them to sport mega armor? Been a while since I read into my fluff.

 
   
Made in us
Mutilatin' Mad Dok






Blood axes nobz shouldn't have Mega Armor, its to loud and clunky for a sneaky ork clan. Maybe have a kommando nobs squad.

"See a sword is a key cause when you stick it in people it unlocks their death" - Caboose


 
   
Made in gb
Slippery Ultramarine Scout Biker





Lothlorien

I like the way that you have taken the background from the clans to make it as if they each have their own codex, ive always thought that that would be very cool. Does sound really good, maybe see if you can use them in any battles with friends, that could work well.

Ork Snakebites: 2500pts
Ultramarines: 2000pts
Skaven: 2000pts
Galadhrim Elves: 1500pts
Sanguinary Novitiate of the Blood Angels 4th Company 
   
Made in nz
Maniacal Gibbering Madboy





Carterton, New Zealand

Its a good idea, but the problem with that, is well, its pretty much bringing out an Ork chapter system, the clans are only really meant to be there for an "Idea" of what you would like to paint your orks, if we start giving rules for each clan, its getting to space marine'y then, and if there are clan rules, ork players won't paint there models and leave them grey and for each game say which clan there are, because of the current tactical !!!SITUATION!!!

Other then that i like it, Always thought of a clan rules system ;D

Gorgutz Waaagh 2000pts 20-9-9, 1750pts 23-7-13

Dwarfs: 0-1-0




 
   
Made in us
Consigned to the Grim Darkness





USA

So? Feth GW's "ideas", I like mine better.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Lord of the Fleet





Texas

Werent Klans the rules back in 2nd edition?

 
   
Made in us
Liche Priest Hierophant






I think there were one or two back then. I know the earliest Ork posts on here are all about the 'new' Speed Freaks rules that had just come out, compared to the basic Orks lists.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Lead-Footed Trukkboy Driver






MT

I like the idea of having clanz. But in all but one case you are either taking away things I want and giving me stuff I don't want. Or you are taking away things I don't want and then giving me stuff I don't want.
If I had to choose I would run goffs for the scar boyz........which are practically one wound nobz.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Liche Priest Hierophant






And I'd probably run Bad Moons or Deff Skulls. Not everyone's going to have the same play style, so not everyone's going to want the same things. I know that Flash Gitz with BS3 would be incredibly fun, and I'd take them in a Flash.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Lieutenant Colonel




Hi all.
Can you remember the Klan rules from Andy Chambers in 3rd ed?(It was in a WD.)
(I am paraphasing as I can not remember exactly, and so I am modifying it a bit.)

He simply put a Common Specialised and Restricted definition next to existing units in the codex for each Klan.

'Common' are the most common units found in this type of Klan.They may be taken aditionaly as Troop chioces.

'Specialised' are the units the Klan tends to rely on and so can be selected as normal.

Other units are classed as 'Restricted' and become a 0-1 chioce.

This with notes on equipment restrictions, and few additional units ,(madboyz, boarboys,squggoths, etc.)

It would be possible to re create more themed Ork Klans as found in RT and 2nd ed.

What do you think folks?

TTFN

This message was edited 1 time. Last update was at 2011/05/03 09:59:03


 
   
Made in au
Grovelin' Grot




australia

must say i do like your ideas specially the snake bites

4000pts Freebooter and feral ork
3000pts beastmen
2500pts abhuman guard
begining night lords army

 
   
Made in gb
Kelne



Lost

It was in ere' we go: rogue trader, and it had the idea of ogryns as a choise for blood axes and deff skullz, they are rather orky. Also death skullz could take umie' allies. This was a bit like gue'vesa'la for tau.




   
Made in us
Consigned to the Grim Darkness





USA

Geemoney wrote:I like the idea of having clanz. But in all but one case you are either taking away things I want and giving me stuff I don't want. Or you are taking away things I don't want and then giving me stuff I don't want.
If I had to choose I would run goffs for the scar boyz........which are practically one wound nobz.
And I would probably just use the blood axez one.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

What if you want your force to contai two clans (A biggish waagh! perhaps) would you have have to take a warboss of each clan???

Currently debating whether to study for my exams or paint some Deathwing 
   
Made in us
Liche Priest Hierophant






Then you'd take Orks Undivided, which would basically be the current codex.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Lieutenant Colonel




Hi all.
If you want a wide diversity of units to choose from ,you can use the current Ork codex, and just paint up your Orks to represent different klans if you want.

I belive a more themed Ork army to represent a klan should NOT be tied to character selection,but be defined by the units and equipment that defines the Klan.

To get a suitably feral Snakebite list I belive Boarboys and Squggoths are quite necissary.(To replace warbikes and battle wagons respectivley.)
Wild boys -supa grot units are probably pushing it a bit?

I would realy like to have Madboys to add back some more great Orks flavor.

The only current entry I realy have issues with is the Flash gits.I would prefer to return to the original definition of ordinary boys with kustom heavy weapons .
Possibly with 'Supa-skopes' which give +1 to hit if the Flash git boys stand still when they shoot?

Giving suped up ranged weapons to Nobs is just pointless IMO.Nobs are just designed for close assault , and any fancy ranged weapons are just a wast of ponts.

TTFN





   
Made in us
PanOceaniac Hacking Specialist Sergeant





I like this idea, my 2 teef:

Death Skulls are speculated to have been the scientist and engineer caste. Agree with losing acces to Stormboyz, my additional ideas:

HQ
Big Mek as compulsory HQ choice

Elites
Lose access to Nobz as an elite choice
Gain access to 0-1 Mega Dread as Elites choice (orky vendread option)
Gain access to 0-1 Kan mob as Elites Choice

Troops
Lose access to trukks as dedicated transports
Option to replace Ork Boyz nob upgrade with Mekboy instead. Mekboy allows the Boyz mob to deepstrike (representing tellyporting into battle)
-> Deepstrike via tellyport should use a different mishap table, kinda like ramshackle, to represent it succeeding more often but at the cost of increased casualties. Like if they scatter into terrain they still come out, but suffer 2d6 casualties no saves allowed? This should encourage deep strikes with large mobs, very counter to current thinking and thus very orky

Heavy Support
Looted Wagons and Battlewagons must take the 'ard case upgrade
Looted Wagons lose the Don't Press dat rule
'extra 'ard armor - +15pts, increase the AV of a Looted Wagon or Battlewagon by 1 (all sides). This upgrade can be taken multiple times, but cannot increase AV beyond 14.

Army-wide Special Rule:
All Big Meks and Mekboys in a Death Skull army can attempt to loot destroyed enemy vehicles. If in base contact with an enemy wreck, instead of moving roll a dice. On a roll of 6 replace the wreck with a Looted Wagon under your control (no upgrades except ard case)
-> Highly situational but more for fluff than anything else. It would be hilarious for a shoota mob to tellyport on top of a Predator, lose half the mob in the process, wreck it with rokkit shooting then loot it the following turn

DA:70+S--G-M+B++I+Pw40k09++DA+/hWD-R-T(BG)DM+  
   
Made in au
Longtime Dakkanaut







Boys with heavy weapons? THAT"S LOOTAS

Flashgitz are for shooting HEAVY infantry without having your delicates in the wind when you need to close and 'take care' of buisiness.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
 
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