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Warhammer 40,000/3rd Edition Tactics/Orks/Kult of Speed
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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 Mega Armour's joined by his bodyguard of Nobz in 'Eavy Armour and they outnumber him, the Warboss can't be attacked until the number of Nobz with 2+ 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. *'''[[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%'>M</SPAN>OUNT <span style='font-size:125%'>U</SPAN>P!''': Being a fast-moving vanguard roaring into battle at a moment's notice, every infantry model in a Kult of Speed must start the battle onboard a Wartrukk, Battlewagon, or Looted Vehicle. Additionally, any Ork mob may board any vehicle with transport capacity as long as every model in the mob can fit. *'''<span style='font-size:125%'>M</SPAN>OBBING <span style='font-size:125%'>U</SPAN>P''': Kult of Speed Orks mob up in a different manner to regular Orks, and an Ork mob falling back heads towards the nearest vehicle with an empty transport capacity, instead of the nearest other Ork mob. If there're multiple vehicles that meet the requirements, the mob head towards the one furthest away from the enemy, and if any models in the retreating mob come within 2" of a vehicle with enough space to fit every model during this move, then the mob automatically boards it and counts as regrouped. If there're no vehicles with transport capacity remaining on the board for the mob to board, the mob's destroyed. *'''<span style='font-size:125%'>F</SPAN>AST <span style='font-size:125%'>R</SPAN>ESPONSE''': You can roll for reserves on the first turn instead of waiting until the second, representing the Kult of Speed's ability to quickly adapt to changing battlefield conditions. *'''<span style='font-size:125%'>S</SPAN>CENARIOS''': The Kult of Speed're an adaptable force, and don't have any restrictions or advantages when playing scenarios.
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