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		<title><![CDATA[Latest posts for the thread "New ork formations, C&C and bring more Orkses yourself "]]></title>
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		<description><![CDATA[Latest messages posted in the thread "New ork formations, C&C and bring more Orkses yourself "]]></description>
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				<title>New ork formations, C&amp;C and bring more Orkses yourself </title>
				<description><![CDATA[ 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. <br /> C&C are welcome, as are other ork formations <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> *I dont own the 7th ed <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>. 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"<br /> <br /> Weirdboy traveling circus<br /> <i>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</i><br /> <br /> Formation composition<br /> <br /> 1 warphead (<span class="glossaryitem" onmouseover='gp(328);'>ml</span> lvl2)<br /> 0-2 weirdboyz (<span class="glossaryitem" onmouseover='gp(328);'>ml</span> lvl1)<br /> 1-3 boyz mobs<br /> 1 battlewagon<br /> <br /> Restrictions<br /> All weirdboyz/warpheads must be attached to 1 or more boyz mobs. They cant leave their mob, until they are the last surviving orks.<br /> The battle wagon must purchase the killkannon upgrade.<br /> Only Weirdboyz and mad dok grotsnik can join the formation.<br /> <br /> Formation benefits:<br /> Weirdboy battle tower<br /> 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.<br /> <br /> Madboyz<br /> 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.<br /> <br /> <br /> <br /> Wyrm killa gang<br /> <i>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.</i><br /> <br /> Formation composition:<br /> <br /> 1-2 Nobz mobs<br /> 1-3 broods of hormagaunts/termagants/gargoyles in any composition<br /> <br /> Restriction:<br /> The nobz mobs cannot choose bikes nor dedicated transports.<br /> Tyranid broods are still come the apocalypse, even though they are part of an ork formation.<br /> <br /> Formation benefits:<br /> Wyrm killa huntas<br /> all Nobz gain monster hunter and infiltrate <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> <br /> Masta slava<br /> The boss Nobz are runtherd bosses, and each carry a grabba stick. <br /> <br /> Wyrmlings<br /> All tyranid organisms gain the infiltrate <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. And looses instinctive behaviour.<br /> <br /> <br /> <br /> Grot scrap gang<br /> [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"<br /> <br /> Formation composition:<br /> 1 killa kan mob<br /> 3 grot mobs<br /> <br /> Restrictions:<br /> Boss kan must purchase extra armour and grot riggers<br /> <br /> Formation benefits:<br /> Boss Kan<br /> One killa kan gains the status of "boss kan" gains the Character (<span class="glossaryitem" onmouseover='gp(598);'>ch</span>) <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and 1 extra <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. And adds +1 to "cowardly grots!" rolls, this does not stack with the +1 from nearby Deff dreads.<br /> <br /> Swarming riggers<br /> When killa kans are within 6" of one or more grots, they can reroll failed <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> <span class="glossaryitem" onmouseover='gp(136);'>USR</span> rolls.<br /> <br /> Grot Idols<br /> Whenever a grot mob has one or more models within 6" of a killa kan the mob is stubborn.<br /> <br /> Whimpering runts<br /> If the Kan boss should be destroyed, all grot mobs within 6" of the killa kan mob must test for pinning.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2014 08:57:26]]> GMT</pubDate>
				<author><![CDATA[ Britneyfan12]]></author>
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