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