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.