Erik wrote :
>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.
Ah, enfin! This is a very good initiative, Erik, I was fed up with
only reading new Imperial detachment rules...
>---
>
>
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.
I like this one and particulary the "painting" condition, it's well
known that you go faster when you are in a red vehicle.
>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.
Euh! As an Imperial player I don't like the idea of giving Imperial
material to the green skins but your restrictions look good so why
not?
>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..
No problem here.
>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.
>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.
Well done.
>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
>in
>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.
Perfect.
Well, this work is impressive. You have respected each Clan
background very well.
All this good work needs a... French translation! ;o)
Could you send me the final rules when you will have tested them?
A plus!
Francois Bruntz
Apprenti MIAGE (Universite Paris XII - IBM France)
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Received on Tue Sep 09 1997 - 08:27:36 UTC