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Made in by
Flashy Flashgitz






When the Space Marine codex came out it brought something realy amasing - chapter tactics. A fluffy and usefull way to tailor any space marine army into doing just what you need. When the Ork codex was being written I had hoped that Orks would get something like that, because all the Ork Klanz have different approaches on waging war. So I thought what there "Klan Tactikz" might look like and came up with some idias:

Orks may choose a Klan Tactic for their Detachment. Multiple Detachments can have multiple Klan Tactikz.

Blood Axes
Sneaky Gitz: all Blood Axe use camouflage to disguise themselves, and as impossible it may sound, it works! All Blood Axe units have the Stealt universal special rule. If a unit already has stealt it is replaced with Shrouded. If the unit has Shrouded it adds +1 to its Cover save. In addition all units, that are able to outflank gain the Acute Senses universal special rule.
Kombat Drills: Blood Axe orks constantly practice marching, polishing there boots and weapons and other "unorky" things. Because of this they are more disciplined than other orks. All units in the Blood Axe Detachment that have the 'Ere we go rule gain +1 Leadership.

Goffs
'Ard to da Bone: Goffs are known for their fighting spirit and resistance to pain. All Goff orks add +1 to their FNP (if they don't have FNP they recieve a FNP (6+)). In addition all Independent Characters recieve the IWND special rule.
Da biggest and da strongest: Goffs don't tollerate any weakness and will punck the crap out of thouse who show any sign fo fear and weakness. Units in a Goff Detachment may add or subtract 1 when rolling on the Mob Rule Table, but Recieve D6+1 Hits.

Deff Skulls
Blue Paint: The supersticious Deff Skulls paint theselves with blue warpaind, believing that it brings luck. And, indeed, now and again even the most powerfull blows and the most deadly shots do no harm to them. All units in the Deff Skulls Detachment recieve a 6+ invulnerable save.
Lucky Gitz: What the Deff Skulls may lack in skill, they compensate with their luck. All Units in the Deff Skulls Detachment may reroll 1s when making To-Hit, To-Wound, Armour and Invulnerable save rolls.

Evil Sunz
Red Ones go fasta: Evil Suns paint theseves and their vehicles red so they can go faster. All units with the 'Ere we go rule in a Evil Sunz Detachment add +1 to their Run, Turbo-boost and Charge distances. In addition all vehicles recieve the Red Paint upgrade for free.
Born to Ride: All units with the Bike and Jetbike type in an Evil Sunz Detachment recieve the Skilled Rider universal special rule.

Snakebites
Snake Bite Toxins: Snakebites are known for their deadly poisons, that can kill even the toughest foe. All attacks in CC made by units with the 'Ere we go rule from a Snakebites Detachment have the Poisoned universal special rule.
Kombat Drugz: Before a battle the Snakebites use potent drugs to drive themself into a murderous frenzy. All units with the 'Ere we go rule in a Snakebites Detachment have the Rage universal special rule.

I couldn't decide what to do with the Bad Moons, so feel free to propose their Klan Tactikz. And, off course, feel free to critisise
   
Made in us
Roarin' Runtherd





Since when do snake bites use poisions? Yes, they like to bring snakes around with them but they don't actually use toxics on there equipment themselves (I never heard of them using drugs either)
Also, ALL units in a Blood Axe detachment having the Stealth rule seems a little ridiculous

Painted Armies
1350 With DreadMob budz
1100 BloodRavens 
   
Made in si
Foxy Wildborne







Bad Moonz +1 S on all ranged weapons

All of these need to cost points.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in by
Flashy Flashgitz






Flame-Rage wrote:
Since when do snake bites use poisions? Yes, they like to bring snakes around with them but they don't actually use toxics on there equipment themselves (I never heard of them using drugs either)
Also, ALL units in a Blood Axe detachment having the Stealth rule seems a little ridiculous

Well, if they keep dangerous and poisonous snakes as pets it would only be natural to use thouse poisons on their weapons. As for Stealth on all units - adding "all units with the 'Ere we go special rule" is an option.


Automatically Appended Next Post:
 lord_blackfang wrote:
Bad Moonz +1 S on all ranged weapons

All of these need to cost points.


S5 shootas? I allready see the pain in the oponents face.


Automatically Appended Next Post:
Oh, small amendment for Deff Skull - only rerolling to-hit and to-wound. Would be ovrpowered otherwise.

This message was edited 2 times. Last update was at 2015/02/13 21:28:13


 
   
Made in us
Krazed Killa Kan




Homestead, FL

a couple of those rules were a bit OP but I see what you mean, Orks got nerfed in many regards, gained a bit here and their but overall we got hit pretty hard, we need some kind of way to customize our ladz a bit more.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
 
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