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Made in no
Liche Priest Hierophant





Bergen

My ork opponent ran into some questions. When he gives something a specialist mob they get new rules. How does that work when either the units inside or the vehicle gets new keywords?

Also, there is a relic that gives mortal wounds on wound roll. And a warlord trait that let's you re-roll attacks that do not go to the wound roll. We played it so that we disregard the mortal wounds for the purposes of the warlord trait. Is that correct?

   
Made in us
Confessor Of Sins





Tacoma, WA, USA

I think you are going to need to explain that better, because I don't understand what you are asking.
   
Made in no
Liche Priest Hierophant





Bergen

In the ork codex you can give certain models new keywords. This is an upgrade. You can change somebody fromm Goff to burnaboys for instance.

When you change the Morkanaught from Goff to this new spesific keyword can you still bring Goff passengers?

Second question: There is a relic axe that gives mortal wounds on a 6 to wound.

There is a warlord trait that let's you attack again for each attack that did not reach the deal damage step.

If an attack deals a mortal wound but does not reach the damage stepp can you attack again? I say yes.

   
Made in gb
Decrepit Dakkanaut




For the last - there's a long thread in it already.
   
Made in no
Liche Priest Hierophant





Bergen

What thread? I am only asking because it came up while we played.

   
Made in gb
Moustache-twirling Princeps




United Kingdom

 Niiai wrote:
In the ork codex you can give certain models new keywords. This is an upgrade. You can change somebody fromm Goff to burnaboys for instance.

When you change the Morkanaught from Goff to this new spesific keyword can you still bring Goff passengers?


No. The FAQ fixed Trukks, but only Trukks...

Page 118 – Trukk, Transport Change the first sentence to: ‘This model has a transport capacity of 12 Flash Gitz, Specialist Mob Infantry or <Clan> Infantry models.’
   
Made in it
Waaagh! Ork Warboss




Italy

Correct, specialist mobs can only be embarked on <Klan> trukks, not <Klan> battlewagons, nauts or other transports.

Specialist mobs nauts can't even let the same specialist mobs unit ride in them. Only flash gitz or <klan> units can ride in nauts, which means 3 Big Krumpaz meganobz cant' ride in a Big Krumpaz gorkanaut/morkanaut.

 
   
Made in us
Longtime Dakkanaut




Regarding brutal but kunnin it would seem the answer is yes you generate mortals for every 6 to wound using that weapon. This is regardless of the source of atk such as when your squigasaur bites generate additional attacks and those atks generate more mortals on 6.

https://www.dakkadakka.com/dakkaforum/posts/list/120/800288.page

This message was edited 1 time. Last update was at 2021/11/03 10:00:03


 
   
Made in de
Nihilistic Necron Lord






Germany

 Niiai wrote:

Second question: There is a relic axe that gives mortal wounds on a 6 to wound.

There is a warlord trait that let's you attack again for each attack that did not reach the deal damage step.

If an attack deals a mortal wound but does not reach the damage stepp can you attack again? I say yes.


Yes, you can.

Headwoppa's Killchoppa
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Brutal but Kunnin
Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.


Q: When a Goff model with the Brutal but Kunnin Warlord Trait
attacks, are any additional hits generated by the No Mukkin’ About
clan kulture that don’t reach the Inflict Damage step counted when
determining how many additional attacks can be made?
A: Yes. Note though, that when making additional attacks as
a result of this Warlord Trait, no additional hits can then be
generated due to the No Mukkin’ About kultur.
   
Made in no
Liche Priest Hierophant





Bergen

Follow up question : Axilary lord of War detachments only cost 1 CP, but they do not get faction bonus.

Does this include if it somehow gets an ork subculture? The Ork opponent is that steady on the rules at the best of times. He will not know ins and outs of his book.

   
Made in de
Nihilistic Necron Lord






Germany

What is an ork subculture ?? There is no such thing in the codex. You need to use the actual name of the rule.
   
Made in no
Liche Priest Hierophant





Bergen

It gets new klan keywords. But the Axilary lord of War do not benefit from faction bonuses.

   
Made in hk
Regular Dakkanaut




Hong Kong

I admit that it gets confusing, as you tend to mix up all the terms
You have Orks, and within Ork army you can have different Clans (Goff, Blood Axes..). That's it.

Models in Heavy Support Auxiliary detachment can be of a certain Clan, but they don't have the Clan benefits (ie. they don't gain the "Clan Kultur").
So a Goff Gorkanaut (from a SH Aux detachment) would not get additional hit on a hit roll of 6.

Specialist mobs (like Trukkboys, FlyBoy ...) don't belong to any clan (they lose their <Clan> keyword), therefore they cannot be transported by Clan transport vehicles. Exception for the Trukk, as it specifically states that it can transport Specialist mobs.
   
Made in no
Liche Priest Hierophant





Bergen

I do not have the ork codex, I only play against it. And the [clan] differ for all factions. I have SM, Nids and GSC, they all have different name. And my ork opponent is not that great with rules. In 8th edition he used to have different clans in different trasports, he did not know it did not work.

Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.

   
Made in de
Nihilistic Necron Lord






Germany

 Niiai wrote:

Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.


I say no. Its an ability which is added to units in that detachment, so its a detachment ability.

SPECIALIST MOBS
If your army is Battle-forged and includes any ORKS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade one ORKS unit from each Detachment in your army to be a specialist mob. Each type of specialism below will list the units that can be selected to be upgraded to that specialism. Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace that unit’s <CLAN> keyword with the appropriate keyword as described under that specialism. That unit then gains the abilities listed under that specialism.


   
Made in hk
Regular Dakkanaut




Hong Kong

The part about [...excluding Auxiliary Support, Super-heavy Auxiliary detachment ...'] is only related to the condition that all detachments must be ORKS (if my english is correct). And I don't think that specialist mobs is a detachment ability.

so I would say yes
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

 Niiai wrote:
Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.
Specialist Mobs are not a klan and thus are not prevented by being in a AS or SHA detachment.
   
Made in de
Nihilistic Necron Lord






Germany

 alextroy wrote:
 Niiai wrote:
Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.
Specialist Mobs are not a klan and thus are not prevented by being in a AS or SHA detachment.


Thats not the question here. Its whether specialist mobs are detachment abilities, or not. Because units in aux support detachments never gain detachment abilities.
   
Made in no
Liche Priest Hierophant





Bergen

 p5freak wrote:
 alextroy wrote:
 Niiai wrote:
Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.
Specialist Mobs are not a klan and thus are not prevented by being in a AS or SHA detachment.


Thats not the question here. Its whether specialist mobs are detachment abilities, or not. Because units in aux support detachments never gain detachment abilities.


Yes, thank you for clarifying. I was wondering if I was explaining it to badly.

   
Made in no
Liche Priest Hierophant





Bergen

 p5freak wrote:
 alextroy wrote:
 Niiai wrote:
Now the question: Do a specialist mob in a Support Auxiliary detachement get the benefit of a specialist mob? Usualy as Support Auxiliary detachment do not get the bennefit of the clan culture.
Specialist Mobs are not a klan and thus are not prevented by being in a AS or SHA detachment.


Thats not the question here. Its whether specialist mobs are detachment abilities, or not. Because units in aux support detachments never gain detachment abilities.


*Bump* Do anybody know?

   
Made in us
Confessor Of Sins





Tacoma, WA, USA

SPECIALIST MOBS

If your army is Battle-forged and includes any ORKS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade one ORKS unit from each Detachment in your army to be a specialist mob. Each type of specialism below will list the units that can be selected to be upgraded to that specialism. Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace that unit’s <CLAN> keyword with the appropriate keyword as described under that specialism. That unit then gains the abilities listed under that specialism. Make a note on your army roster each time you upgrade a unit using these rules. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.
I appears from this that Specialist Mobs are a unit upgrade not a detachment ability.
   
Made in de
Nihilistic Necron Lord






Germany

 alextroy wrote:
I appears from this that Specialist Mobs are a unit upgrade not a detachment ability.


Its an ability gained by units in a detachment. Which sounds like a detachment ability to me.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 p5freak wrote:
 alextroy wrote:
I appears from this that Specialist Mobs are a unit upgrade not a detachment ability.


Its an ability gained by units in a detachment. Which sounds like a detachment ability to me.


Detachments abilities are explicitly listed on the page titled "detachment abilities". Cultures are a detachment ability, specialist mobs are not.

Specailist mobs are battleforged rules, which can freely be acquired by any detachment, as long as at least one of them is not a SHA.

This message was edited 3 times. Last update was at 2021/11/07 09:17:11


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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