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![[Post New]](/s/i/i.gif) 2016/02/26 16:50:59
Subject: Ork Clan Specific rules
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Mutilatin' Mad Dok
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So while im on my Homebrew high i figured i may as well start this  Basically it functions like Chapter Tactics, each clan gets a nice Army wide Special Rule or Ability Bad Moons: Reroll 1s to hit when shooting Blood Axes: Stealth Deathskulls: Infiltrate Goffs:All Infantry models gain +1 Strength (this bonus is applied after a Power Klaw) Evil Sunz: All units gain an additional +1" to movement Snakebites: 6+ FnP that stacks with other FnP Freebootas: Are considered Allies of Convenience to all factions except, Orks, Necrons, and Tyranids. So thats all ive got for now, I was thinking for the Freebootas they would get something like the Imperial Guards Orbital Strike ability, but im not sure.
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This message was edited 4 times. Last update was at 2016/05/02 21:42:22
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![[Post New]](/s/i/i.gif) 2016/02/26 20:09:48
Subject: Ork Clan Specific rules
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Insect-Infested Nurgle Chaos Lord
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I say Goffs either get Fearless or +1 strength. Leaning towards +1 strength because they're suppose to be bigger and stronger than other Orks.
Bad Moonz should be like the Salamanders, where they give Master Crafted to their weapons or something.
Evil Sunz should get +1 to their movement and be required to be painted red.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/02/26 21:02:58
Subject: Ork Clan Specific rules
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Mutilatin' Mad Dok
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MechaEmperor7000 wrote:I say Goffs either get Fearless or +1 strength. Leaning towards +1 strength because they're suppose to be bigger and stronger than other Orks.
Bad Moonz should be like the Salamanders, where they give Master Crafted to their weapons or something.
Evil Sunz should get +1 to their movement and be required to be painted red.
Ok, nice, simple and decent.
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![[Post New]](/s/i/i.gif) 2016/02/26 21:05:50
Subject: Re:Ork Clan Specific rules
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Grim Dark Angels Interrogator-Chaplain
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Freebootas should be allowed to use the ranged weapons of slain enemies on a 4/5+ for a turn but it comes with a risk of hurting themselves as they try to figure out how the gun works!
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This message was edited 1 time. Last update was at 2016/02/26 21:06:09
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![[Post New]](/s/i/i.gif) 2016/02/26 21:06:48
Subject: Re:Ork Clan Specific rules
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Mutilatin' Mad Dok
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angelofvengeance wrote:Freebootas should be allowed to use the ranged weapons of slain enemies on a 4/5+ for a turn but it comes with a risk of hurting themselves as they try to figure out how the gun works!
That sounds awesome, now how to word that.....
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![[Post New]](/s/i/i.gif) 2016/02/26 21:11:42
Subject: Re:Ork Clan Specific rules
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Grim Dark Angels Interrogator-Chaplain
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Grimmor wrote: angelofvengeance wrote:Freebootas should be allowed to use the ranged weapons of slain enemies on a 4/5+ for a turn but it comes with a risk of hurting themselves as they try to figure out how the gun works! That sounds awesome, now how to word that..... Leave a marker on the board after killing the unit, roll a D3 when a friendly unit is within 2" of the marker. 1-2: Squad's main weapon 3-4: Special weapon (if any) 5-6: Heavy weapon (if any) Maybe have shots fired as snap shots? Since they're gleefully setting aside their weapon for a shiny fing!
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This message was edited 2 times. Last update was at 2016/02/26 21:13:38
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![[Post New]](/s/i/i.gif) 2016/02/26 22:06:35
Subject: Ork Clan Specific rules
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Longtime Dakkanaut
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Personally I want supplement books for factions.
Let's say ghaz book is Goff. That's fearless waaagh every turn and trukk/boy spam.
Speedfreak aka evil Suns should be obj secured bikes and buggy/trak/deffkopta spam.
Snake bite really should be a fw army with squiggoths and boarboy cavalry as troops With a strong warhead character.
Fw can also do big Mek centered army consisting of bad moon or deathskull with big Mek stompa, cyborks, mega dread, meka dread, chinork Kopta, and looted wagon type tank.
But honestly I just want a speed freak supplement with good formations for bikes buggies traks and koptas.
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![[Post New]](/s/i/i.gif) 2016/02/26 23:43:28
Subject: Ork Clan Specific rules
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Longtime Dakkanaut
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Grimmor wrote:So while im on my Homebrew high i figured i may as well start this  Basically it functions like Chapter Tactics, each clan gets a nice Army wide Special Rule or Ability
Bad Moons: All weapons count as Master Work
Blood Axes: Stealth
Deathskulls: Infiltrate
Goffs:All Infantry models gain +1 Strength
Evil Sunz: All units gain an additional +1" to movement
Snakebites: 6+ FnP that stacks with other FnP
Freebootas:
So thats all ive got for now, I was thinking for the Freebootas they would get something like the Imperial Guards Orbital Strike ability, but im not sure.
Bad Moons: Not master crafted. To do that rule properly you have have to role every single ork individually to use their master crafted weapon. Twin linked is what you want, but that could be too strong even in the hands for orks. Not unfluffy though. Another idea is to reflect how rich they are by allowing all characters to purchase one free upgrade.
Blood Axes: Agreed. I think thats a very solid rule that works for them well. Perhaps also +1 to sieze initiative to reflect the uncharacteristic kunnin of blood axe warbosses.
Deathskulls: Why infiltrate? I was thinking something more to do with vehicles to reflect their love of looting and meks. Perhaps IWND on vehicles mixed with a 6+ invuln for their troops and vehicles due to blue being a lucky color?
Goffs: +1 strength in such a way as to not effect PKs could work. Its simple, but very useful.
Snakebites: Yeah I agree that it fits them well. +1 to FNP just like Ironhands. Sure its just weaker IH tactics, but orks have more bodies on the table to benefit from it.
Freebootas: I have no clue.
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![[Post New]](/s/i/i.gif) 2016/02/27 01:09:07
Subject: Re:Ork Clan Specific rules
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Mutilatin' Mad Dok
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I changed Bad Moons to Reroll 1s to hit to show how good their stuff is. Also i picked Infiltrate for Deathskulls cuz they are sneaky gitz.
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![[Post New]](/s/i/i.gif) 2016/02/27 01:17:49
Subject: Ork Clan Specific rules
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Insect-Infested Nurgle Chaos Lord
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Oh, I got an idea for freebootas:
It's Allies of Convenience with everyone except Tyranids and Necrons to represent how they are pirates and mercenaries.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2016/02/27 02:23:59
Subject: Ork Clan Specific rules
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Mutilatin' Mad Dok
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MechaEmperor7000 wrote:Oh, I got an idea for freebootas:
It's Allies of Convenience with everyone except Tyranids and Necrons to represent how they are pirates and mercenaries.
Thats....thats really good.
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![[Post New]](/s/i/i.gif) 2016/02/28 01:22:02
Subject: Ork Clan Specific rules
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Flashy Flashgitz
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Tibs Ironblood wrote:
Blood Axes: Agreed. I think thats a very solid rule that works for them well. Perhaps also +1 to sieze initiative to reflect the uncharacteristic kunnin of blood axe warbosses.
Deathskulls: Why infiltrate? I was thinking something more to do with vehicles to reflect their love of looting and meks. Perhaps IWND on vehicles mixed with a 6+ invuln for their troops and vehicles due to blue being a lucky color?
Sounds good.
Bad Moons: Not master crafted. To do that rule properly you have have to role every single ork individually to use their master crafted weapon. Twin linked is what you want, but that could be too strong even in the hands for orks. Not unfluffy though. Another idea is to reflect how rich they are by allowing all characters to purchase one free upgrade.
Re-rolling 1 to shot in shooting phase is fine. Now allowing all characters one free upgrade is screaming PK on sale. Simple suggestion is the free upgrade can't be chosing from the Melee Weapons list. Now you will see grot servants, flashy kombi-guns or orky know wots (with a risk of seeing many free bosspoles). That's Bad Moons for ya.
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With love from Denmark
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![[Post New]](/s/i/i.gif) 2016/02/28 10:09:27
Subject: Ork Clan Specific rules
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Krazed Killa Kan
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This is what I came up with a while ago. Should be noted that this is with a change to cybork being a 5+ invuln again.
Goffs: Immune to fear, counts as having Furious Charge in effect every turn regardless of other factors.
Deathskulls: +1 to all invulnerable saves. 6+ invulnerable save if they do not have any.
Evil Suns: Vehicles and Bikes have 5+ invulnerable saves against shooting attacks.
Snakebites: +1 FNP to all non vehicles.
Bad Moons: All Shoota type weapons and Snazzguns have Shred
Blood Axe: +1 to all cover saves.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/02/28 12:12:57
Subject: Ork Clan Specific rules
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Master Engineer with a Brace of Pistols
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Tibs Ironblood wrote:
Re-rolling 1 to shot in shooting phase is fine. Now allowing all characters one free upgrade is screaming PK on sale. Simple suggestion is the free upgrade can't be chosing from the Melee Weapons list. Now you will see grot servants, flashy kombi-guns or orky know wots (with a risk of seeing many free bosspoles). That's Bad Moons for ya.
I like that! Actually, I like this whole thread. It's got a lot of great ideas!
I'll throw my 2 pence in as well:
For Bad Moons: Reroll To Hit rolls of 1 with shooting, and 1 free non melee choice for characters sounds perfect. Better shots than other orks and their leaders will have the best gear. Basic Bad Moons.
For Blood Axes: +1 to cover saves with 6+ in the open that's not classed as Stealth. Instead, it's supposed to be an Orky version of Imperial Camo Gear. This way it can be stacked with Stealth and Shrouded (making Blood Axe Kommandos the best Kommandos). They need something else as well though, as I think the Klans deserve 2 rules each.
For Goffs: +1 Strength, and maybe Counter Attack as well?
Deathskulls: How about It Will Not Die and Move Through Cover? To me, IWND and Move Through Cover are both very suggestive of being ridiculously lucky, and the second one also suggests that they're really good at climbing and crawling around places to steal stuff.
Evil Suns: Skilled Rider, and free Red Paint Jobs. Because an Evil Sun vehicle is going to be red anyway.
Snakebites: +1 FNP to all non vehicles, and something that boosts the various Squigs they use?
I think that in addition to Klan Kultures, there should be formations to help make small Klan themed armies, if they don't already exist. Like a Goth Warband is a Warboss, 1-3 units of Nobz/Meganobz, 1-3 units of Boyz, and some Dreds and Kans too, with suitable bonuses.
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This message was edited 1 time. Last update was at 2016/02/28 12:13:52
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![[Post New]](/s/i/i.gif) 2016/02/28 20:55:05
Subject: Ork Clan Specific rules
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Yellin' Yoof
Staffordshire
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Maybe some freeboota units get deepstrike?
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![[Post New]](/s/i/i.gif) 2016/03/01 03:28:49
Subject: Ork Clan Specific rules
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Longtime Dakkanaut
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I did some thinking about this at work today and came up with these as my favorite options some of which are from this topic and some of which are modified ideas.
Bad Moons: Characters get 15 free points of upgrades. - I feel this displays their wealth as they can afford more things than the other klans. It also plays into the lore further as it allows the characters to have more shiny bitz. Also not enough for a PK so its not "FREE PK" tactics.
Blood Axes: +1 to cover saves. Just a straight +1 and if there is no existing cover save then they get a 6 up save. Furthermore if your warlord is a blood axe you get +1 to seize the initiative roles. - I feel this plays into the blood axe lore in two ways as it addresses their sneaky abilities and intelligence. They are better about getting into close combat via being sneaky. Their bosses are also noted to be generally more kunnin than warbosses of other klans. This combined with the fact that they will very likely be underestimated by their opponents gives them a bonus to seizing the initiative.
Deathskulls: +1 to invuln save. Effects vehicles. If there is no current invuln save then they get a 6 up save. . - Invuln saves because they like blue and blue is a lucky color in their minds.
^ I know they need more, but I am really stumped on what else to give them. IWND on vehicles does not fit them and free stuff is belongs to the bad moons.
Goffs: All Goff models have furious charge active 100% of the time and gain counter attack. - This, like the Goffs, is pretty straight forward. They are bigger and badder in general than the other Orks so they got bonuses to their fighting ability. With 24/7 furious charge they are always at least S4 and even if they are charged they maintain their +1 attack from counter attack.
Evil Sunz: All units gain an additional +1" to movement in all forms including but not limited to consolidations, fleeing, disembarkations etc. In addition all Evil Sunz models may deploy an additional 2" at the start of the game after deployment on both sides. They can not however use this 2" move to move back towards their side of the board. This deployment move always works for outflanking and scouting moves. If used for scouting the additional 2" movement is not limited by the standard rules of scouting such as preventing them from being within 12" of an enemy unit. - Red ones go fasta. These rules reflect the evil sunz obsession with speed as they always are moving faster. In addition it addresses their love to get to the fight fastest as they can now deploy 2" close to the enemy if they so wish.
Snakebites: 6+ FnP that stacks with other FnP. - Pretty simple as the snakebites are known to be tough. However I would go further with this and make them the Black Templars of the Ork codex by giving them exclusive units and limiting what they can take to represent their lack of higher end ork tech and focus on more traditional means of warfare.
Freebootas: Are considered Allies of Convenience to all factions except, Orks, and Tyranids.
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This message was edited 1 time. Last update was at 2016/03/01 03:29:21
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![[Post New]](/s/i/i.gif) 2016/03/01 10:04:15
Subject: Ork Clan Specific rules
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Krazed Killa Kan
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Tibs Ironblood wrote:
Deathskulls: +1 to invuln save. Effects vehicles. If there is no current invuln save then they get a 6 up save. . - Invuln saves because they like blue and blue is a lucky color in their minds.
^ I know they need more, but I am really stumped on what else to give them. IWND on vehicles does not fit them and free stuff is belongs to the bad moons.
If Orks had their cybork being a invuln save again would make a flat +1 invuln amazing to have. KFFs giving out 4++ invulns to shooting and now Nobz and Warbosses would have 4++ invulns in close combat making them fairly respectable at krumping unorky gitz in close combat instead of dying like chumps before they can swing their PKs.
Maybe rerolling 1s to hit with shooting might be something as well considering rerolling 1s on generally BS2 is sorta meh but it would help with grot units more (Deathskulls tend to field a lot of grots in the fluff) and help with gets hot rolls (might actually see a kustom mega blaster being used... maybe?)
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/03/07 20:43:53
Subject: Ork Clan Specific rules
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Courageous Space Marine Captain
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For Deathskulls, any allied vehicles can be counted as Ork vehicles for all intents and purposes (preferably with suitable conversion). Either that or victory points for each wrecked or immobilised enemy vehicle at the end of the game.
Goffs are Ghazzy detachment
Evil Suns should get Skilled Rider, Hit&Run and D3 Hammer of Wrath (or +1 Str HoW)
Snakebites should get poisoned, Kommandos as ObjSec, FNP (6+) etc
Bad Moons Meganobz and Nobz can take a Trukk for free or a Battlewagon for -30pt discount. Characters get a free Master crafted weapon.
Freebootaz should also have a set of Clan Traits but not sure on suggestion
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