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Ork Codex Suggestion: Clanz! [40K]

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Helicon_One

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Jul 20, 2006, 4:20:16 PM7/20/06
to
Yay, first complete version of the Clan rules has been written as part of
version 1.4 (there's a few other changes too, but the Clans are the big
thing), now I need you all to fix all the inevitable errors with it!

First off, the following section is added to the armoury:

--------------
Clan Totems: (up to one per army, Warboss only)

Bad Moon Totem: 15pts
Blood Axe totem: 20pts
Dethskull Totem: 20pts
Evil Sunz Totem: 15pts
Goff Totem: 25pts
Snakebite Totem: 20pts
--------------

...and the following guide is tagged onto the end of the list:

-------------
CLANS

The Orky Clanz are a fundamental part of Ork society, dictating the
organisation, beliefs and (most importantly) fighting style of an Ork
warband. Warbosses are usually dedicated to a particular Ork Clan, and many
(although not all) impose their prejudices on the warband they lead, purging
it of elements considered unsuited to their particular Clan and forcing it
to conform to the outlook of the Boss.

To dedicate an Ork army to a particular Clan, the player buys the
appropriate Klan Totem for the Boss from the armoury for the given points
cost. The effect of purchasing each Totem is listed below:

BAD MOONZ:
Orks of the Bad Moonz Clan are amongst the richest of the Ork Clanz, as
their teef tend to grow faster than those of other Clanz. Bad Moonz are
known for wearing bright, gaudy clothing and spending large sums on upgraded
weaponry and equipment, and tend to regard with disdain those Orks which
resort to scavenging resources from the battlefield. An Ork army dedicated
to the Bad Moonz Clan has the following alterations:

Unit Limitations:
- A Bad Moonz Clan may not include mobs of Stormboyz, Lootaz or Burna Boyz.
- Any Tuffboyz mob bought as an Elites slot in a Bad Moonz Clan must
purchase at least one Kustom Job at the regular points cost.

Unit modifications:
- A Bad Moonz Clan may take 0-2 additional Tuffboyz mobs as troops .
Additional Tuffboyz mobs taken in this way may not be upgraded to Strength
4.
- All Boyz mobs may choose to equip up to four Boyz with support weapon
option at the normal cost, rather than three as would normally be the case.

Clan Special Rule:
- All characters in a Bad Moonz Clan increase their wargear allowance by
50%, and may take a free Grot Runna or Ammo Runt.


BLOOD AXES:
Blood Axes have a poor reputation amongst other Orks as being mercenaries
and treacherous gits, prone to turn on their fellow Orks without warning.
Whilst this is not entirely justified (and indeed treachery and
double-crossing is a common trait amongst all of the Ork Clanz!), Blood Axes
have adopted some practises seen in human armies, and are known to trade
with rogue elements of the Imperium, with bolter ammunition particularly
prized for its volume and messy explosive effect - the increased
effectiveness compared to standard shoota rounds is merely an afterthought!
An Ork army dedicated to the Blood Axe Clan has the following alterations:

Unit Limitations:
- A Blood Axe Clan may not take Speshul Artillery.
- Tuffboyz, War-riderz and Dreddz become 0-1 choices.
- Mobs of Tuffboyz, Tankbusta Boyz and Trukkboyz in a Blood Axe Clan must
not take a mixture of shootas and sluggas within their mobs, they must be
equipped uniformly.

Unit Modifications:
- Kommandoz mobs become 1+ rather than 0-2 as would normally be the case.
- Any Blood Axe characters, Boyz Mobs or Tuffboyz Mobs may upgrade their
shoota or slugga ammunition to AP5 at a cost of +1point per model.

Clan Special Rule:
- Any Boyz Mob containing exactly 20, 30 or 40 Orks may choose to seperate
into squads of 10 Orks each. Each squad may include no more than one support
weapon. All squads from a particular mob may count members of other squads
from the same mob within 6" for Powwa of the Waaa Tests and Mob Checks. If a
Nob is bought for the mob he may be put into any squad as the Blood Axe
player wishes, but may not move between squads during the game.


DETHSKULLZ:
Dethskullz are looters and scavengers without peer - for them battle is
often just a means to the end of acquiring more salvaged equipment for the
Boyz to cobble together into new wargear and vehicles. Dethskullz are
notoriously superstitious, covering themselves in charms and warpaint and
shunning psykers within their midst as 'unlucky'. An Ork army dedicated to
the Dethskullz Clan has the following alterations:

Unit Limitations:
- A Dethskullz Clan may not include Wyrdboyz or Warpeadz.
- Kommandoz and Tankbusta mobz in a Dethskullz Clan become 0-1.

Unit Modifications:
- A Dethskullz Clan may discard Fast Attack slot on the Force Organisation
chart in order to take additional Heavy Support choices. Each discarded Fast
Attack slot allows an additional Heavy Support choice.
- Boyz Mobs may choose to take Kustom Soopa Shootas as their support weapon
choices, at a cost of +15pts each.

Clan Special Rule:
- All Orks not equipped with Evvy Arma or Mega Arma may re-roll any failed
armour saves, due to their lucky blue warpaint. Note that blue warpaint must
be represented on the model in order to gain this bonus.


EVIL SUNZ:
Evil Sunz are naturally attracted to speed and noise, many of their mobs
going to great lengths to acquire even the flimsiest of transport vehicles.
They are restless and instinctive wanderers, rarely staying in the same
place for too long or putting much importance on constructing elaborate
defensive positions. An Ork army dedicated to the Evil Sunz Clan has the
following alterations:

Unit Limitations:
- An Evil Sunz Clan may not include Kommandoz, Lootas, Gun Batteries or
Speshul artillery.
- Runt Packs in an Evil Sunz Clan become 0-1.

Unit modifications:
- Wartraxx and Warriderz in an Evil Sunz Clan may be taken as Heavy Support
slots as well as Fast Attack. Warriders bought as Heavy Support choices must
ride Warbikes armed with twin linked sawn-off big shootas.
- Any Nob in the army may be replaced with a Mek equipped with Mek's Tools
at a cost of +5pts.
- Any Boyz mobs or Tuffboyz Mobz in an Evil Sunz Clan may buy a Wartrukk,
but may not upgrade it to carry more than 10 Orks or be worth a total of
more than 40pts.

Clan Special Rule:
- In any mission using the reserves rule, the Evil Sunz player may begin
rolling for reserves on turn 1. Reserve units require a 6 to show up on the
first turn.


GOFFS:
Goffs are the meanest, toughest, most no-nonsense Orks of all, shunning
notions of sneaking, subtlety and other 'un-Orky' behaviour in favour of
overwhelming the enemy in massed rushes. An Ork army dedicated to the Goff
Clan has the following alterations:

Unit Limitations:
- A Goff Clan may not include Kommandoz, Wyrdboyz, Warpeddz or Dethkoptaz.
- Warriderz, Trukk Boyz and Wartraxx in a Goff Clan become 0-1.

Unit Modifications:
- A Goff Clan may take up to 3 Dreddz in each Heavy Support slot. Note that
these Dreddz operate independantly and do not form a squadron.
- Boyz Mobs in a Goff Clan may upgrade all members to Strength 4 at a cost
of +2pts per model.

Clan Special Rule:
- Any Ork mob in a Goff Clan may attempt a Leadership test at the beginning
of each assault phase. If the test is passed, the mob will gain +D6 to its
maximum assault move for that turn only. This test may not be re-rolled
using the Mob Check rule.


SNAKEBITES:
Snakebites are the traditionalists of Ork society, having little faith in
the more eccentric and unpredictable creations of Mekboyz, prefering a
simple gun and a big axe. An Ork army dedicated to the Snakebite Clan has
the following alterations:

Unit restrictions:
- A Snakebite Clan may not include a Big Mek, or units of Burna Boyz,
Stormboyz or Waguns.
- Big Gun Batteries may not be equipped with a Zzap Gunn, and Speshul
Artillery in a Snakebite Clan must be equipped with a squig catapult.
- No Snakebite Mekboy may be given a Kustom Mega Blasta or Kustom Force
Field.

Unit Modifications:
- All Warrider Mobs in a Snakebite Clan MUST be mounted on Warboarz at a
cost of +4pts per model. Warboarz make the unit subject to the special rules
for Cavalry given on Page 57 of the Warhammer 40,000 Rulebook.
- The Warboss and his retinue (if any)may ride Warboarz at a cost of +5pts
per model or Cyboarz at a cost of +15pts each. A model mounted on a Cyboar
is subject to the rules for Cavalry, is automatically treated as wearing
Evvy Arma, and gains +2 attacks on the charge rather than +1 as would
normally be the case.
- Any Boyz Mob in a Snakebite Clan may replace their normal characteristics
with those of a Feral Boy for +1pt. A Feral Boy upgrades its BS
characteristic to 3, and reduces its WS to 3 and Attacks to 1. All other
characteristics and options remain unchanged.

New unit: A Snakbite Clan may take Squiggoths as Heavy Support choices

SQUIGGOTH
130 Points WS 3 / BS 2 / S 6 / T 6 / W 5 / I 3 / A 4 / Ld 7 / Sv 4+

Weapons: A Squiggoth carries between one and three of the following weapons:
Twin Linked Big Shoota at a cost of +15pts, Twin Linked Rokkit Launcha at a
cost of +12pts each.

In addition, a Squiggoth may be armed with a Kannon at a cost of +25pts, or
a Lobba at a cost of +20pts.

Options:
- A Squiggoth may upgrade its armour save to 3+ at a cost of +30pts.
- A Squiggoth may carry a Goader team at a cost of +20pts. Goaders carry
electro-prods, sirens, spikes and other implements which they use to spook
the squiggoth into action. At the beginning of any turn, the Snakebite
player may choose to Goad any Squiggoth equipped with a Goader team. A
Goaded Squiggoth becomes subject to the Fleet and Furious Charge special
rules, as described on page 74 of the Warhammer 40,000 rulebook, for the
duration of the current turn.
- A Squiggoth may carry a mob of between 5 and 20 Huntas armed with shootas,
at a cost of 8pts each. Huntas have a Ballistic Skill of 3. The mob may not
disembark from the Squiggoth, they must remain mounted for the duration of
the game, and may not be seperately targeted by enemy shooting.

Special Rules:
Slow and Purposeful: A Squiggoth is a slow witted and ponderous creature
which responds only grudgingly to its masters, and so follows the Slow And
Purposeful rules given on page 75 of the Warhammer rulebook. Note that this
also applies to shooting from any Orks operating weaponry from the back of
the Squiggoth.

Fearless: A Squiggoth is Fearless as described on page 74 of the Warhammer
40,000 rulebook.

Monstrous Creature: A Squiggoth is a Monstrous Creature as described on page
55 of the Warhammer 40,000 rulebook. Not however that the Squiggoth may fire
any number of weapons per turn, as they are operated by the Orks riding the
creature.
-------------

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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Playa

unread,
Jul 21, 2006, 2:02:33 PM7/21/06
to

Hey,

Helicon_One wrote:
> first complete version of the Clan rules

Wow, that reflects a lot of effort and attention to detail.

I do like Ork armies, but can't really write about them.

I can never remember how everything's misspelt . . .


Playa

jockelinde

unread,
Jul 24, 2006, 3:25:56 AM7/24/06
to
In article <44bfe582$0$3524$ed26...@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> Yay, first complete version of the Clan rules has been written as part of
> version 1.4 (there's a few other changes too, but the Clans are the big
> thing), now I need you all to fix all the inevitable errors with it!


<snip>

> Unit Limitations:
> - A Dethskullz Clan may not include Wyrdboyz or Warpeadz.
> - Kommandoz and Tankbusta mobz in a Dethskullz Clan become 0-1.

I think these guys need more limitations, but I'm not sure what.



> Unit Modifications:
> - A Dethskullz Clan may discard Fast Attack slot on the Force Organisation
> chart in order to take additional Heavy Support choices. Each discarded Fast
> Attack slot allows an additional Heavy Support choice.
> - Boyz Mobs may choose to take Kustom Soopa Shootas as their support weapon
> choices, at a cost of +15pts each.

What's the nastiest build you could make with your codex if all Fast
Attack slots are discarded?

<snip>



> - A Squiggoth may carry a Goader team at a cost of +20pts. Goaders carry
> electro-prods, sirens, spikes and other implements which they use to spook
> the squiggoth into action. At the beginning of any turn, the Snakebite
> player may choose to Goad any Squiggoth equipped with a Goader team. A
> Goaded Squiggoth becomes subject to the Fleet and Furious Charge special
> rules, as described on page 74 of the Warhammer 40,000 rulebook, for the
> duration of the current turn.

Is Goading intended to remove the effects of Slow and Purposeful? If
so write that so there is less room for different interpretations.

> - A Squiggoth may carry a mob of between 5 and 20 Huntas armed with shootas,
> at a cost of 8pts each. Huntas have a Ballistic Skill of 3. The mob may not
> disembark from the Squiggoth, they must remain mounted for the duration of
> the game, and may not be seperately targeted by enemy shooting.

8 points is a bit expensive for something that may only use a
shoota and isn't a separate model.


--
Joakim

Helicon_One

unread,
Jul 24, 2006, 4:07:36 PM7/24/06
to
jockelinde wrote:
> In article <44bfe582$0$3524$ed26...@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> Yay, first complete version of the Clan rules has been written as
>> part of version 1.4 (there's a few other changes too, but the Clans
>> are the big thing), now I need you all to fix all the inevitable
>> errors with it!
>
>
> <snip>
>
>> Unit Limitations:
>> - A Dethskullz Clan may not include Wyrdboyz or Warpeadz.
>> - Kommandoz and Tankbusta mobz in a Dethskullz Clan become 0-1.
>
> I think these guys need more limitations, but I'm not sure what.

I agree, but as you say, I'm trying to figure out what would be fluffy to
limit.

>> Unit Modifications:
>> - A Dethskullz Clan may discard Fast Attack slot on the Force
>> Organisation chart in order to take additional Heavy Support
>> choices. Each discarded Fast Attack slot allows an additional Heavy
>> Support choice. - Boyz Mobs may choose to take Kustom Soopa Shootas
>> as their support weapon choices, at a cost of +15pts each.
>
> What's the nastiest build you could make with your codex if all Fast
> Attack slots are discarded?

6 batteries of 3 Kannons or Zzap Gunz would be pretty unpleasant, I guess
(especially as they're BS3), but they are vulnerable to counterfire. Waguns
maybe, but they get expensive quickly so they don't seem too bad.

> <snip>
>
>> - A Squiggoth may carry a Goader team at a cost of +20pts. Goaders
>> carry electro-prods, sirens, spikes and other implements which they
>> use to spook the squiggoth into action. At the beginning of any
>> turn, the Snakebite player may choose to Goad any Squiggoth equipped
>> with a Goader team. A Goaded Squiggoth becomes subject to the Fleet
>> and Furious Charge special rules, as described on page 74 of the
>> Warhammer 40,000 rulebook, for the duration of the current turn.
>
> Is Goading intended to remove the effects of Slow and Purposeful? If
> so write that so there is less room for different interpretations.

It wasn't, but that could get weird in the end so it probably should.

>> - A Squiggoth may carry a mob of between 5 and 20 Huntas armed with
>> shootas, at a cost of 8pts each. Huntas have a Ballistic Skill of 3.
>> The mob may not disembark from the Squiggoth, they must remain
>> mounted for the duration of the game, and may not be seperately
>> targeted by enemy shooting.
>
> 8 points is a bit expensive for something that may only use a
> shoota and isn't a separate model.

Probably right.

Dogboy

unread,
Jul 25, 2006, 4:53:14 AM7/25/06
to
>>> - A Squiggoth may carry a mob of between 5 and 20 Huntas armed with
>>> shootas, at a cost of 8pts each. Huntas have a Ballistic Skill of 3.
>>> The mob may not disembark from the Squiggoth, they must remain
>>> mounted for the duration of the game, and may not be seperately
>>> targeted by enemy shooting.
>> 8 points is a bit expensive for something that may only use a
>> shoota and isn't a separate model.
>
> Probably right.
>

How about allowing the Huntas to survive the death of a Squiggoth? eg
"when the squiggoth dies the huntas may attempt to jump free from the
beast. On a 4+ (dont know if armor saves should be allowed, probably
not) they survive and form a (non scoring) unit of Huntas"

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