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All units, puny as they may be, must have the orks faction (except fortifications)
Compulsory: 1 HQ, 2 Troops, 1 Heavy
Optional: 1 HQ, 7 Troops, 3 elites, 3 fast, 3 heavy, 1 fortification, 0 Lords of war
Restrictions: only big meks, meks, grot tank mobs, grot mobs, grot mega tanks, trukks, killakans, looted wagons, mek guns and fortifications may be chosen as part of this detachment. (+ whatever other gretchin-like things FW made and cool fan made stuff)
Command benefit:
Iz got an all sneaky-like plan: If this detachment is for some odd reason chosen as your primary detachment, you can reroll the result when rolling on the orks warlord traits table (or on whatever cool fan made grot warlord traits table)
Rebelz! lotsa rebelz!: All units have their WS set to 2, and their BS to 3. All infantry units gain stealth, all vehicles gain Grot riggers at no additional cost.
Run fer it!: All infantry units gain hit and run, infantry units may choose to remove a model from play, from a unit that failed to use hit and run to reroll the result, once per unit per player turn. All units loose ´ere we go and mob rule.
An all grot force to be reckoned with, or slightly inconvenienced with. The idea was to have as few ork models available as possible, thereby increasing the chance that players would actually take the time to model the few meks and runtherds to grot-like rebelz instead.
C&C welcome
Hmm I would actually love to see more custom detachments, we already have like a bazzion custom characters and a bunch of custom units.
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