RE: [Epic] Thoughts on Ork Tribes

From: Miller, Chris <CMiller_at_...>
Date: Mon, 8 Sep 1997 15:05:05 -0500

-----> This is pretty good. I'll editorialize below...

>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.

-----> Not bad.There is the regular Evil Sunz tribe, but I'm not
sure how we would distinguish them in E40K, so giving the vehicles a
boost
is a good thing.
>
>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.

-----> Still not sure about this vehicle modification thing, but I'd
be willing to give it a try...most 40K BA armies do use Impy vehicles
so there ought to be some way to work 'em in...


>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..

-----> This is OK except for the no Nobz thing. Everybody gets Nobz.

>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.

----> Good - the goffs usually are nobz-heavy, and in 40K they're the
only ones who have
a unit named "Skarboyz", though I think they're effectiveness is
overstated a bit in E40K
so I assume they mean "assault armed orks"
>
>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.

----> Nice. 40K they tend to have all special/heavy weapons so the
shooty boyz'
unit was made for them. They also get more mega-armor, so an emphasis on
nobz
may be appropriate as well...

>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.
----> Deathskulls in 40K also tend to be the heavy weapons troops as
every trooper
can take heavies or Kustom Kombi weapons, so a shooty boyz unit minimum
would
work here too.

Nice Work Erik
Much of the individual unit types are based on a specific tribe and what
they get in
WH40K (Shooty boyz, boarboyz, skarboyz) so it would have been nice if
they could have just
come on out and made tribal lists instead of forcing us to make them up.
Some combos
fit better with the background than others and you've hit them almost
exactly...

Chris Miller
Received on Mon Sep 08 1997 - 20:05:05 UTC

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