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Made in nz
Disguised Speculo





Hey dakka, how would you like to see Ork Klans implemented in the next codex?

Personally, I'd like to see
>Each Klan has one or more non-troops units that become scoring, and can take 1+ of this unit independently of the Force Organization Chart
>Special wargear options and rules for certain units based on the Klan your army takes.
>Unique Warlord traits, character Wargear or independent character modifiers. Make the first 3-4 generic Ork traits, but the last few Klan specific.
>Unit Restrictions based on Klan ~ Bad Moons aren't really into Slugga Boys, and Snakebites won't stand for that newfandangled teknology!
>Powerful army wide special rules. Like, actually quite substantial to make your Klan choice an important choice to make.

For example;
Bad Moons Flash Gits become scoring, and you may take one unit of them without using up a Heavy Support choice.
Bloodaxe Kommandos can purchase camoflage which gives them the Shrouded special rule while in area terrain, and can also assault from the turn they infiltrate [or outflank if you take Snikrot]
Sticky Fingers ~ Your warlord gets his hands on a random piece of gear from the following list; Burna, Kustom Mega Blasta, Tankhammer...
Snakebites are restricted from taking the following units or gear; any shooting weapon aside from a Slugga Pistol or Lobba, Power Klaws, Mega Armour, Cybork, and any Vehicle unit
Example Army-wide special rules:
>Goffs are bigger and tougher than other Orks ~ Your Warlord, and 1d3 Goffs infantry units, gain the FNP (6+) special rule.
>Evil Suns are expert drivers, ~ Your Warlord, should they be mounted on a bike, or any transport that the Warlard enters, as well as 1d3 of your vehicles/bike units can move an additional 1" for free as though they had a Red Paint job (or 2" if they are already red, which they should be!). They also have a 6+ cover save against shooting should they turbo-boost in the previous turn, and which also applies during the first turn of the game (representing them driving onto the field)
>The Bloodaxes use camoflage, hide in cover, and do all sorts of other un-Orky things ~ Your Warlord, any unit he joins, and 1d3 other Bloodaxe Infantry units have the Stealth special rule
>Badmoons have da teef to buy the really killy guns ~ Your Warlord, and 1d3 infantry units of your choice, randomly gain the Shootier(1-4) or More Dakka(5-6) upgrade.
>Deffskulls are masters of looting the vehicles of the enermy ~ Nominate 1d3 enermy vehicles; when they are destroyed, should any infantry unit come into contact with the wreck at any point afterwards, they can immediately turn it into a Looted Wagon at the cost of 3+d3 models. The Looted Wagon can move but cannot shoot in the turn it is "looted". Should the target vehicle have a weapon with a large blast, the Looted Wagon will have a Boomgun, otherwise it will have two Big Shootas.
>The Snakebites primal lifestyle brings them close to nature ~ Your Warlord, any any unit he joins, plus 1d3 Infantry units, gain the Poisoned Attacks (4+), Immunity to Poison, Infiltrate, Scout, Outflank, andMove through Cover special rules. Snakebites can also take Slugga Boys mobs in any unit slot on the Force Organization Chart, not just Troops. Snakebites can take Shamans (ie, Painboss) and Weirdboys as 1-3 per Elites slot, though these Weirdboys re-roll results of "WAAAGH" on their powers chart.

[i]Possibly, you could make an army out of multiple Klans, but if you do so, only your Warlord and 1 unit will be affected by each power, rather than the Warlord and 1d3 units, and all unit restrictions from both klans apply to the whole army. Could make for some very interesting combinations.
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

You could do it like the space marine traits from the last codex. They had 3 tables with advantages and major/minor drawbacks. The advantages were split into traits where they followed a similar nature, e.g strengthen melee, weaken ranged etc and then there was a neutral trait which had nothing and was meant to represent astartes who followed the codex, so in this case just normal or vanilla orks. In choosing advantages you would have to take a mandatory drawback to balance it out. This is where you got your different chapters and they provided some examples like salamanders and raven guard or you could make your own. I thought it was quite cool as you could make an army that was themed rules wise, and not just by a paint job.
A similar thing would work well, where you just make up some advantages and drawbacks then people can make up their own klans. Then also just provide some renown ones like the goffs and deathskulls and so forth.
Often the drawbacks revolved around limitations on the FOC or special abilities, e.g goffs wouldn't shirk from a fight, hence no one can have the infiltrate special rule.
The advantages didn't really increase the sizes of the FOC, but allowed units to be taken as this or that. Sort of like a warboss allowing one unit of nobs to be troops, but in an advantages case the warboss would be unnecessary. Primarily though the advantages allowed different weapon combinations on units, or purchasable upgrades. So maybe on advantage allows boys mobs to take a flamer for +15pts, whereas another allows slugga boys to get infiltrate for 2pts a model.
With some drawbacks limiting things, and advantages promoting, there were some which were specifically incompatible e.g having a goffs pride drawback + the infiltrating sluggas advantage would be incompatible.
What it didn't allow you to do however was have multiple combinations of advantages and drawbacks. The only way around this would be to ally in another marine army with different traits, but thats not entirely legal. I think for gaming purposes though, it should be kept that the whole army has to be from the same klan. Otherwise you can just focus on the advantages from each klan and never have to suffer the drawbacks which makes it a bit pointless since it'll just become a standard army wide buff.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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