[Epic] Thoughts on Ork Tribes

From: Erik K. Rutins <snowdo1_at_...>
Date: Mon, 8 Sep 1997 13:19:06 -0400

In the absence of an article in WD similar to that detailing certain
Space Marine chapters, I got to thinking about Ork Tribes. I will soon
be engaging a foul ork horde (run by Bart Koehler) in an extended
campaign. This got me thinking about Orks and 'options', as it were.
I love 'flavor' and the more the better, so that's whence these ideas
spring - far from fully formed and seeking constructive comments...
I've sent these to Bart for his comments and I'd thought I'd CC 'em to
the list.

---
I'm no expert on Orks in the 40k universe, as my only real exposure to
it has been Epic 40k.  Nevertheless, I was thinking about some possible
house rules kind of like the ones they published for certain Space
Marine chapters in White Dwarf.  Let me know if you think I'm totally
off the wall or not...  
Evil Sunz Kult of Speed:
Evil Sunz Speed Freaks are accustomed to traveling very, very fast and
shooting off their weapons at small targets (like snotlings). 
Therefore, when on Assault orders the Evil Sunz Kult of Speed uses 3/4
of their firepower (instead of 1/2).  Super Heavy Weapons still need a
4+ to lock on (i.e. Death Rays and Lifta-Droppas).  The Kult of Speed
must be painted entirely in Evil Sunz colors to take advantage of this
ability, as no one else 'practices' nearly as much.
Blood Axe Tribe:
The Blood Axe tribe uses a lot of formerly Imperial equipment.  They
may buy Imperial vehicles as Support (1 per slot) in a Warband at the
same price as Imperial or Space Marine detachments.  However, because
of the damage and re-engineering usually involved in capturing and
'orkifying' such vehicles, the armor value on the vehicle is reduced by
one.  Because of the same loving orky attention, though, the speed of
the vehicle is increased by 5cm (up to a maximum of 30cm).  A single
Warband may contain no more than two identical 'orkified' vehicles, as
they almost always have a varied and haphazard collection.  Blood Axe
Warbands may contain up to 5 mobs of Blood Axe Kommandos.
Example: Blood Axe Land Raider would be:
Speed: 25cm (vs. 20cm)  Range: 45cm 2x AT Shots  Assault: 2  Armour: 5+
(vs. 6+)
Note: In order for a warband to be considered Blood Axe, it must be
painted entirely in Blood Axe colors and must include at least two mobs
of Blood Axe Kommandos and no Boarboyz.
Snakebite Tribe:
The Snakebite tribe is a tribe of traditionalists.  They shun the
modern ways and feel more comfortable without them.  A Snakebite
Warband gets a +1 bonus to all assault and leadership rolls (in
addition to the normal +1 for 15 or more units) if the Warband meets
the following criteria:
No Vehicles (except Squiggoths)
No Stormboyz
No Nobz
No Kommandos
No Shooty Boyz
At least two mobs of Boarboyz
Note:  The +1 assault bonus is lost if the Snakebites are in an assault
where units that are excluded above are included in the assault along
with the Snakebites.  Too Much Technology bothers 'em..
Goff Tribe:
Goffs have such a huge attitude about their own hardness that each Goff
detachment may, once per battle, re-roll its blast marker removal dice.
 In order to be considered a Goff detachment, a Warband must be painted
entirely in Goff colors and contain:
No Boarboyz
No Kommandos
At least two Nobz mobs.
Bad Moons Tribe:
These guys love throwing money around.  As a result, they do have some
of the neatest and biggest technology.  A Gargant painted in Bad Moons
colors gets +1 to its starting Power Fields roll (you must have at
least one Bad Moons Warband per Gargant).
Due to their wealth and shootiness, Bad Moons Warbands may buy Shooty
Boyz at 15 points instead of 17.  Bad Moons Warbands must include at
least two mobs of Shooty Boyz.  Bad Moons Warbands may not include
Kommandos or Boarboyz.
Deathskulls Tribe:
Deathskulls have a remarkable collection of 'stuff' they have stolen
from other tribes and other races.  They also have a remarkable ability
to tinker and fix the broken stuff they find.  There are no limits on
their detachments, though they must be painted in a Deathskulls scheme.
 Deathskulls detachments remove d6 Blast Markers per rally phase
(instead of d6-1) because of their tinker-like ability to repair damage
through innovative methods and their available supply of borrowed spare
parts.
Regards,
- Erik
"Look within. Within is the fountain of good, and it will ever bubble
up, if you will ever dig."  
- Marcus Aurelius
Received on Mon Sep 08 1997 - 17:19:06 UTC

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