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Warhammer 40,000/3rd Edition Tactics/Orks/Feral Orks
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== Special Rules == *'''<span style='font-size:125%'>M</SPAN>IXED <span style='font-size:125%'>A</SPAN>RMOUR''': It's entirely possible for single mobs of Orks to've multiple different types of armour and thus Armour Saves in them, so the normal casualty rules're slightly altered. Basically, when an Ork player's rolling Armour Saves, they use use the best Armour Save in the mob as long as that Armour Save's the majority, else the next highest's used if it's the majority instead, and remove casualties from the members of the mob with the Armour Save used. The idea being that the enemy'll aim for the bigger ones first. **So, if a Warboss in 'Eavy Armour's joined by his bodyguard of Nobz in Ork Armour and they outnumber him, the Warboss can't be attacked until the number of Nobz with 6+ saves's equal to the number of Warbosses with 4+ saves. In the same way, if a Warboss in 'Eavy Armour's joined by his bodyguard of Nobz in Mega Armour and they outnumber him, the Warboss still can't be attacked until the number of Nobz's just one. This's a massive boon for your characters, as it means they can't normally be targetted until you whittle down their escorts, increases their survivability immensely. *'''<span style='font-size:125%'>O</SPAN>RK <span style='font-size:125%'>M</SPAN>OB <span style='font-size:125%'>R</SPAN>ULE!''': Orks're more resistant to the effects of Morale and Pinning as long as they've got numbers on their side. Mobs role for these tests as normal, but if they fail then they immediately roll 2D6 and compare the number rolled to the number of Ork models in the mob (so not Gretchin). If the number rolled's equal to or less than the number of Orks left, the failure's ignored. By this rule, Ork mobs of twelve or more're essentially considered to always pass these tests, so your thirty-strong mobs aren't going anywhere in a hurry. *'''<span style='font-size:125%'>M</SPAN>OBBING <span style='font-size:125%'>U</SPAN>P''': If an Ork mob of foot troops (that is, not Boarboyz) has fallen back, they can move towards the nearest Ork mob located behind them instead of the nearest board edge, and if any models in the retreating mob come within 6" of the new mob during this move, then the two mobs can attempt to merge. This's done with a 2D6 roll against the retreating mobs' Leadership, and if the number rolled's equal to or less than their Leadership value, then the two mobs join and the models of the retreating mob can immediately make another 6" move to join up with the new mob. **Retreating Ork mobs that mob up count as destroyed for Victory Points purposes, and the newly created mobs still use their initial starting strength and points value for Victory Points purposes. This allows you to create the over-strength mobs of your dreams under the right circumstances, but it isn't a sure thing if it'll work, so don't rely on it to save important assets. *'''[[WAAAGH|<span style='font-size:125%'>P</SPAN>OWER <span style='font-size:125%'>O</SPAN>F <span style='font-size:125%'>T</SPAN>HE <span style='font-size:125%'>W</SPAN>AAAGH!]]''': [[Warhammer_40,000:_Squad_Command|They feel the Waaagh! overtaking them, it's a good pain!]] When an Ork mob charges, immediately roll 2D6 and compare the number rolled to the number of Ork models in the mob (so not Gretchin). If the number rolled's equal to or less than the number of Orks left, all Ork models double their Initiative for the remainder of that assault phase. Again, this means that Ork mobs of twelve or more always double their Initiative on the charge, allowing them to get the jump on regular Human opponents and trade blows simultaneously with Space Marines. *'''<span style='font-size:125%'>G</SPAN>RETCHIN <span style='font-size:125%'>M</SPAN>OBS''': Gretchin mobs always use the Leadership of Ork Slavers accompanying them if available, and aren't affected by '''Mob Rule'''. Gretchin mobs that fail their Morale check go to ground and're removed from the board to represent them hiding, with their Slaver remaining to indicate their position. Under these circumstances the Slaver can't move, shoot, or charge, but can be shot at and can fight back if charged, and if the Slaver's killed or if no Slaver was present, then the Gretchin mob's counted as destroyed. **As long as a Slaver's alive and remains on the board, their Gretchin mob can attempt to regroup even if there're under 50% of them left and/or the enemy's within 6", and a Gretchin mob that has gone to ground and regroups may be placed back on the board in coherency with their Slaver. This helps Gretchin mobs survive slightly longer, so they can get on with sacrificing themselves for more important things.
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