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New ork formations, C&C and bring more Orkses yourself  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Ive made some Ork formations just for fun. I plan on introducing them in a future campaign and maybe in some friendly play test games.
C&C are welcome, as are other ork formations
*I dont own the 7th ed BRB. This means I have no idea how/what rules have changed, especially regarding psykic powers. I dont know if the weirdboy battle tower is too powerful, or if it needs more rules clarifications regarding its "da krunch use"

Weirdboy traveling circus
A roaming band of lunatics and madmen have found their way to the Ork warlord. This is seen as a lucky sign as long as the boss can direct their jingling, howling and green blasts of energy in the general direction of the enemy

Formation composition

1 warphead (ml lvl2)
0-2 weirdboyz (ml lvl1)
1-3 boyz mobs
1 battlewagon

Restrictions
All weirdboyz/warpheads must be attached to 1 or more boyz mobs. They cant leave their mob, until they are the last surviving orks.
The battle wagon must purchase the killkannon upgrade.
Only Weirdboyz and mad dok grotsnik can join the formation.

Formation benefits:
Weirdboy battle tower
The battlewagon killkannon is actually a sturdy tower home to a crazed weirdboy, it uses the "da krunch" waagh power profile. The battle tower creates 1 warp charge. If a weapons destroyed result hits the killkannon it also destroys the 1 warp charge generator. The battlewagon counts as a psykic vehicle as long at it has its killkannon.

Madboyz
All the boyz mobz a raving madmen, called madboyz. Roll a die at start of turn, on a 1 the boyz counts as if having failed a blind test. On a 6 they are fearless until the beginning of their next turn.



Wyrm killa gang
The snakebite tribe called "wyrm killas" are known for breeding and releasing tyranid organisms on whatever planet they happen to land on. Wym killa mobs then give the tyranid creeps a headstart, before they begin their hunt of them and whatever enemy happens to be in the vicinity.

Formation composition:

1-2 Nobz mobs
1-3 broods of hormagaunts/termagants/gargoyles in any composition

Restriction:
The nobz mobs cannot choose bikes nor dedicated transports.
Tyranid broods are still come the apocalypse, even though they are part of an ork formation.

Formation benefits:
Wyrm killa huntas
all Nobz gain monster hunter and infiltrate USR

Masta slava
The boss Nobz are runtherd bosses, and each carry a grabba stick.

Wyrmlings
All tyranid organisms gain the infiltrate USR. And looses instinctive behaviour.



Grot scrap gang
[i]A shrieking teeming mass of grots and snotlings scamper about their favorite Kans, which in turn bellow out insults in high pitched mechanical voices to the enemy"

Formation composition:
1 killa kan mob
3 grot mobs

Restrictions:
Boss kan must purchase extra armour and grot riggers

Formation benefits:
Boss Kan
One killa kan gains the status of "boss kan" gains the Character (ch) USR and 1 extra HP. And adds +1 to "cowardly grots!" rolls, this does not stack with the +1 from nearby Deff dreads.

Swarming riggers
When killa kans are within 6" of one or more grots, they can reroll failed IWND USR rolls.

Grot Idols
Whenever a grot mob has one or more models within 6" of a killa kan the mob is stubborn.

Whimpering runts
If the Kan boss should be destroyed, all grot mobs within 6" of the killa kan mob must test for pinning.

This message was edited 5 times. Last update was at 2014/07/02 10:29:02


 
   
 
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