--- 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 AureliusReceived on Mon Sep 08 1997 - 17:19:06 UTC
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