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| Ork Klans; Thread for Ork Klans discussion | |
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| Tweet Topic Started: 31 Aug 2014, 05:56 AM (810 Views) | |
| vncnt | 31 Aug 2014, 05:56 AM Post #1 |
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Corporal
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Hey folks, was wondering if you guys wouldn't mind looking over and giving your opinion on these Ork Klans rules me and my mates have been working on. KILL TEAMS Ork Klans *Klan Team Leaders have the Klan bonuses as well as the Team Leader bonuses along with a +1 to their Leadership profile. Goffs (+1 point per model): This model gains +1 WS in the first round of combat. In addition, ‘Eavy Armour only costs 3 pts. Goff Team Leader (+5 points): Add +1 WS to this model’s profile and it gains the Hatred (Everything!) special rule. Speed Freaks (+1 point per model): Infantry and bike models gain Hit & Run. In addition, Speed Freaks may add +1” to their Run move and gain Hammer of Wrath if their charge result is 10 or higher. Models that already have Hammer of Wrath are able to re-roll failed to Wound rolls when resolving Hammer of Wrath hits. Speed Freaks Team Leader (+5 points): This model may roll 3d6 picking the two highest when determining charge distance. It may also choose to re-roll up to two of its ‘Ere We Go dice. Snakebites (+2 point per model): Infantry models gain Poison (4+) to their melee attacks and Feel No Pain (6+). (Snakebite models may not purchase or have equipped ‘Eavy Armour or Mega Armour) Snakebites Team Leader (+5 points): This model gains +1 to its Feel No Pain roll and the Rage special rule. Death Skulls (+1 point per model): All ranged weapons gain Preferred Enemy (Everything!). In addition, models may choose to attempt to repair any friendly vehicle it is in base contact with or embarked upon of a Hull Point, Immobilised result, or Weapon Destroyed result on a 6+ instead of firing its weapon. Death Skulls Team Leader (+5 points): This model’s equipped ranged weapon gains the Twin-Linked special rule. In addition, this model gains a +1 to its Mek’s Tools roll. Blood Axes (+2 pt. per model): Infantry models gain Move Through Cover and add +1 to their cover save. Blood Axe Kommandos gain Scout. Blood Axes Team Leader (+5 Points): This model gains +1 Initiative and Shred. Bad Moons (+2 pts. per model): Models gain a -1 to their equipped ranged weapon’s AP value. Bad Moons Team Leader (+5 points): This model gains an additional -1 to its AP value but also gains the Gets Hot special rule to its equipped ranged weapon. Freebootaz: Flash Gitz become Core if a Kaptain is taken as your Team Leader. In addition, the Kaptin and Flash Gitz may take ‘Eavy Armour at 4 pts. per model. Models with Snazzguns may re-roll their AP value but must keep the second result. Freebootaz Kaptin (+5 points): Add +1 BS to this model’s profile. (Posting a pdf for these rules too) General question to kick up discussion: would you guys rather have the Kill Team be restricted to a single Klan (such as with Chapter Tactics) or allow for mixing and matching as long as you pay the points for it and differentiate accordingly (such as with Deathwatch)? |
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| GuitaRasmus | 31 Aug 2014, 08:54 AM Post #2 |
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Corporal
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Hi there. First of all, I really like the way that you try to get the rules to reflect the background. However, I think some of them are waaaay to good;Death Skulls: Preferred enemy: everything is incredibly good in an ork army for shooting - It will get you 1.111 hits pr model with shootas, insted of 0.667. Way to good. Snakebites: Poison 4+ is very good too - as one of the major weaknesses of orks is that they get +1 strenght on the charge, meaning that they need to take down the enemy first turn of combat. This pretty much negates that weakness. Feel no pain 6+ is very good too: A marine shooting at a normal ork boy, will cause 0,333 wounds. With feel no pain 6+, this is turned into 0.167 wounds. MUCH better. Bad Moons: At first, -1 AP doesn't seem to bad - until you get to Big Shootas, Rokkits and especially lootas; a Deff Gun will become a range 48", Heavy D3, str. 7 AP3 - that's almost the same as a twice range, always-rapid-firing Plasmagun! The other ones, I quite like - but I think the ones I've commented on really need some extra work. Much much too good for the points - and even if they cost more, they'll be hard to balance. I think they need some rethinking. |
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| vncnt | 1 Sep 2014, 09:22 AM Post #3 |
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Corporal
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Thanks for the reply, Rasmus. I don't particularly feel like Death Skulls are all that overpowered to be honest. If anything, when we we're working it out, they feel like one of the weaker Klan options. I will agree with you on the Snakebites though as it gives the Orks a much more survivable/dedkilly edge. One of the ideas we were throwing around was that you could not purchase ANY armour for the Snakebites. You have your 6+ t-shirt save and that's it. No bikes or anything that would give you a better Armour save either. Bad Moons sit in a weird position I feel. The idea we were going for in their rules was to give the Orks some more low-AP shooting since they have no real Melta/Plasma equivalent and the fact that they can't get massed-fire out as easily as they could in regular 40k. So the idea was to have Rokkits be at AP 2 to deal with TEQs and Lootas at AP 3 to deal with MEQs while all still being hampered by Ork ballistic skill because you won't be able to throw 10+ Lootas at a target to blow it away. But this also leads to the Kombi-Skorcha on a Boss Nob be at AP 2 (still with Gets Hot! though) so there probably still needs to be some fiddling. Maybe a points increase from +2 to +3 per model? |
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| jasharen | 1 Sep 2014, 02:31 PM Post #4 |
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Having played with and against space marines, Chaos space marines, and Eldar with my Orks (new codex) I can tell you the Orks need something. All the other armies that I have played against or with have low AP options. And not just a few. 2+ armour saves just destroy my orks. |
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| Erorior | 6 Sep 2014, 10:47 PM Post #5 |
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Corporal
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I'm not the best at the math-hammering aspect of it all, but remember that they changed the Preferred enemy USR in this edition to instead give re-roll 1's on hits and wound. You might have already accounted for it, but it's a change that has been kind of overlooked so far. Otherwise I agree with GuitaRasmus on the point about the Bad Moons; simply giving one less AP to everyone will probably cause some serious issues. It would be even worse in a campaign-setting, where it is kind of easy and worthwhile to to give your shooty boyz +1BS. The ork armoury normally compensates for their bad BS with high Strength/high Rate of Fire/Twin-Linked, and when they suddenly gets half-decent at shooting this upsets the balance a bit. Add -1 Ap to that and it will be even worse. I'm not all that familiar with the Bad Moon fluff, but would it be that off target to instead give more generous availability to the Kustom Mega Blasta' (such as giving it to regular Mobz, Nobz and all)? That essentially gives you a Plasma Gun. It's not the whole solution, but maybe a step in the right direction? |
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| vncnt | 8 Sep 2014, 03:52 AM Post #6 |
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Corporal
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Bad Moons fluff is that they are the richest of all the major Ork Klans since their teef grow back extraordinarily fast and so they spend their hard-earned teef on the flashiest gunz and dakka. I actually really like the "Access to Kustom weapons" idea and it seems a lot less broken than AP2 Skorchas. I guess here'd be a quick statline for it: Bad Moons: Bad Moons gain access to the following options - One Ork boy in a Boyz Mob may replace its ranged weapon with a Kustom mega-blasta for 5 pts (does not stack with Big Shoota or Rokkit launcha). Nobz may replace their ranged weapon with a Kustom mega-blasta for 5 pts or a Kustom mega-slugga for 10 pts. One Meganob in your team may replace their twin-linked shoota with a Kustom mega-kannon for 15 pts. Bad Moons Team Leader: A Boss Nob (of any type) may replace its ranged weapon with a Kustom mega-blasta for 5 pts or a Kustom mega-slugga for 10 pts. A Boss Nob in Mega armour may also replace its ranged weapon with a Kustom mega-kannon for 15 pts. Once again, feel free to bring up any glaring issues I may have overlooked.
Yeah I've been thinking about it and I guess I should reword it to "Death Skulls models re-roll failed To Hit rolls of 1 with their ranged weapons" along with their psuedo-Mek trait. Death Skulls Team Leader bonus should stay the same though I feel. Edited by vncnt, 8 Sep 2014, 04:04 AM.
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| BreastsOfFury | 23 Aug 2015, 05:30 PM Post #7 |
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One thing I can agree with is the Team Leader should be +1 Ld. |
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| LittleBigMek | 16 Nov 2015, 09:23 PM Post #8 |
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I don't like that everybody keeps putting Evil Sunz and The Cult of speed together. And you reworked Death skulls to fill the roll that Evil Sunz filled normally. Deathskulls are normally known for their looting and superstition and "luck." More than their mechanical know-how I think something like this wouldn't be too bad though: Speed freaks keep the same, but also maybe give them access to extra bikes without having to take a boss nob on a bike. Also maybe let them take 1-3 Buggies/wartrakks instead of a transport vehicle (maximum ever to three). Death skulls: (1+ PPM) All ranged weapons may reroll 1s to hit. Also all non mega-armored models may reroll armor saves of 1. Leader keeps the same with the Twin-linking, Evil sunz: (1+ PPM) Meks move to core and have a max of 5 in a team, All orks in this unit may attempt to repair vehicles, as if they have Mek tools, if they do not actually have mek tools they only repair vehicles on a 6+, Any model with mek tools gains a +1 to their repair roll. Evil sunz Team Leader (+5 pts): Gains Mek tools, if he already has mek tools gains an additional +1 to repair rolls. Oh and going from the one post earlier, about Badmoons, maybe give a Boss Mek and/or a Boss Nob in mega armor access to a Tellyporta Blasta for 20 points) And give all Meganobs access to Kustom Mega Blastas instead of 1 with the Kustom Mega Kanon. |
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KILL_TEAMS___Ork_Klans.pdf (152.03 KB)


First of all, I really like the way that you try to get the rules to reflect the background.
7:33 PM Jul 11