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== Ork Clanz (White Dwarf 290) == Optional rules for Codex: Orks if you want to run an army themed around a particular Clan, as opposed to the more generalist armies presented in other material. Core Mobs make up the rank and file of the Clan, and thus can be taken as Troops choices, in addition to whatever FOC slot they originally came from. A Clan army must take Core Mobs as its compuslory Troops choices, and all restrictions on the number of said units, like 0-1 or 0-2, are removed for them. Common Units meanwhile're standard in all armies, and're thus taken as normal with all limitations still applying. And finally Rare Mobs're those that aren't much seen among that Clans' forces, gaining the 0-1 limit on how many you can take, and if said units already have a 0-1 limit, they aren't employed by the Clan at all. Ghazghkull and Nazdreg both've their own Special Rules for army formation, which override these ones. ==== [[Bad Moons]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Bad Moon Icon.png|Border|75px|left]] | In the grim darkness of the far future, dere's nuffin teef can't buy. <br> This clan is the richest because of how fast their teeth grow. When you can manufacture so much currency, there is no reason not to buy out the best Loot and Gubbinz from the Mek boys and Lootaz. Thus does the clan make very ostentatious displays of their wealth by buying the flashiest guns teef can buy.<br> On the tabletop they are the shootiest of the orks, drowning their foes in more accurate Dakka that's less likely to blow up. <br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': Flash Gitz *'''Common Units''': Battlewagon *'''Rare Mobs''': Stormboyz, Slugga Boyz, Skar Boyz *'''Clan Warboss Upgrades''': A free Kustom Mega-Blasta for your Warboss! He also MUST take at least 40 points of wargear, but you were gonna do that anyway. *'''Clan boss Upgrades''': Each of your non-Grot Troops choices can take either a Mad Dok or a Mekboy instead of a Nob, and if brought must take either three Grot Orderlies or three Grot Oilers. A useful way of getting more medics or engineers on the field. </div> </div> ==== [[Blood Axes]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Blood Axes Icon.png|Border|75px|left]] | In the grim darkness of the far future, those gitz won't know wot hit 'em! <br> The Blood Axes are all about using tactics that other factions wouldn't expect them to use, anywhere from sneak attacks to covered advances. Truly, the pinnacle of orkish strategy. These orks tend to be the ones most likely to be hired out by other factions, and they'll tend to use them in their own flashy style. <br> On the tabletop, just imagine if the Ultramarines and Raven Guard were green. And dumb. And used tactics that may or may not be entirely ethical. Or tactical.<br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': Kommandos *'''Common Units''': Looted Vehicle *'''Rare Mobs''': Stormboyz, Trukk Boyz, Battlewagonz *'''Clan Warboss Upgrades''': If your Warboss and his Bodyguard put together number twelve or less models, they can take a Chimera Looted Wagon as a Dedicated Transport, about the only way to get around the 0-1 limit on those. *'''Clan boss Upgrades''': Same as the Bad Moons Clan Boss Upgrades, Mad Dok and three Grot Orderlies or Mekboy and three Grot Oilers, instead of a Nob for each Troops choice that isn't Gretchin. </div> </div> ==== [[Deathskulls|Death Skulls]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Death Skull Icon.png|Border|75px|left]] | In the grim darkness of the far future, findaz keepaz. <br> This is the luckiest clan and the most eager to loot the battlefield. <br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': Lootas *'''Common Units''': Looted Vehicle *'''Rare Mobs''': Skar Boyz, Kommandos, Flash Gitz *'''Clan Warboss Upgrades''': Your Warboss must paint himself blue with Lucky Tattoos for a few points, which count as a Cybork Body. *'''Clan boss Upgrades''': Only have access to Mekboys and Grot Oiler trios instead of Nobz for Troops choices, with their focus on nicking machines taking preference over healing other. </div> </div> ==== [[Goffs]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Goff Icon.jpg|Border|75px|left]] | In the grim darkness of the far future, da 'ardest boyz don't muck around wif all that flash, dey just go to Waaagh! <br> The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn't tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.<br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': Skarboyz *'''Common Units''': Stikk Bommaz *'''Rare Mobs''': Kommandos, Trukk Boyz, Warbuggies/Wartrakks, Warbikes, Lootaz, Looted Vehicles *'''Clan Warboss Upgrades''': Free Big Horns for your Warboss! You also MUST take a Waaagh! Banner, to show the lads who's boss. *'''Clan boss Upgrades''': Free Big Horns for your Skarboyz Nobz in twenty-strong mobs! </div> </div> ==== [[Snake Bites|Snakebites]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Snake Bites Icon updated.png|Border|75px|left]] | In the grim darkness of the far future, sometimes all dem shiny gubbinz just don't cut it, and a good ole' choppa is all you need. <br> The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They're dumb, even for orks, and shun fancy technology for practicality - even though there's no stipulation against taking any mekaniaks. <br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': 2+ Huntas from the Feral Orks list *'''Common Units''': Boarboyz, Madboyz from the Feral Orks list *'''Rare Mobs''': Big Gunz Batteries, Dreadnoughts, Stormboyz, Flash Gitz *'''Clan Warboss Upgrades''': Your Warboss can take a Super Cyboar from the Feral Orks list, for a more shooty version of the Feral Ork Warboss. </div> </div> ==== [[Evil Sunz]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Evil Sunz Icon updated.png|Border|75px|left]] | In the grim darkness of the far future, da red 'uns go fasta! <br> The Evil Sunz are the fastest orks in all the galaxy. They're mean, green, and ready for some speed. <br> On the tabletop, they're fast... No, that's it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move as fast as marines, vehicles that move faster than eldar, and strategems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule. <br> |} <div class="mw-collapsible-content"> *'''Core Mobs''': Warbikes *'''Common Units''': Battlewagon *'''Rare Mobs''': Grots, Skarboyz, Dreadnoughts, Killa Kanz, Lootaz, Big Gunz, Kommandos *'''Clan Warboss Upgrades''': You may take a Kult of Speed Warboss on a Warbike to lead your non-Kult of Speed army, keep him with some regular Warbikers since you won't have Nobz on Warbikes. *'''Clan boss Upgrades''': Mekboyz instead of Nobz for Troops choice leaders, but have to take Kustom Force Fields instead of three Grot Oilers, for maximum bubble coverage. </div> </div>
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