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Ork Warband Randomiser

 Post subject: Ork Warband Randomiser
PostPosted: Thu Dec 20, 2012 4:48 pm 
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Joined: Thu Dec 20, 2012 11:29 am
Posts: 780
Ork Warband Randomiser
Sometimes a Boss can’t have his own way the lads he wanted have wandered off to deck some Marine Lads or spiky gits and he’s got to make do and mend. This is a way to represent naturally themed bands. All of this uses the ultimate arbitrator of fate Judge Dredd the D6. This’ll give you multiples of some Klanz basically that’s fine if your opponents ok with it if not the one dice per 500pts should allow you to work around it
Rightyo lets go.
Who’s Da Daddy?
First of all you’ve got to work out what type of boss you got (pick one if you like but randomizing good).
Warchief 1-4
A basic Warboss or Warlord
Mek Lord 5-6
These are the Mega-Meks who command gargant construction sites and the mek works.
What kind of Warchief Then?
1-5 Klan Chief (Roll on the Klan table run of the mill armies) 6 Freek Lord. (Field a Leggy instead)
Klan Table.

Klan Lordz
1-Bad Moon
2-Blood Axe
3-Deff Skull
4-Evil Sunz
5-Goff
6-Snakebite

Freek Lord
1-3 Feral Boss
4-6 Kult of Speed Boss

Da Band Tables
After working out who’s leading the force roll again on these tables I recommend one dice for every 500pts of game as it should produce a random vaguely themed force. You don’t have to take everything you role indeed I recommend you don’t.
Mek Lordz ML
Mandatory Mekboyz Gargant and Renegade Mekboyz Card
1- Freebooterz (Roll on dat Table)
2-Bad Moon Klan
3-Blood Axe Clan
4-Deff Skull Klan
5-Evil Sunz Klan
6 –Gargants (Speshul Randomizer)

Freebooterz
1-2 Goff Klan
3-6 Kult of Speed.

This is an Orks gargant site works force. The modern vehicle based klans all need a decent Mekboss’s hand during the Waagh and the Deffskulls love to do deals with them. Goffs don’t really respect anybody who doesn’t fight that and tend to try and oust them from in charge. Kults of Speed generally don’t fight on the defensive so are rare. Snakebites and Wildboyz frown on this stuff and definitely won’t follow a Mek Lord into battle. Generally this army should include less boyz and lots of really snazzy toys.
Bad Moonz War Chief BM
Mandatory Bad Moonz Klan.
1 Freebooterz
2 Blood Axe Klan
3-4 Bad Moonz Klan
5-6 Gargants (Speshul Randomizer)

Freebooterz
1 Deff Skull Klan
2-3 Evil Sunz Klan
4-Kult of Speed
5-6 Roll Again you lucky git.
1-2 Goffs
3-5 Snakebites
6 Wildboyz

This force is again designed to give you a nice hard core of boyz however it’s also designed to give you loads of Gargants as Bad Moons being richest tend to have loads. Blood Axes being happy to work for anybody with teef are also common (or they can represent Bad Moons who’ve brought the ultimate in 3rd Ed chic looted Land Raiders. Deff Skulls are less common because Bad Moonz don’t trust them and have lotz of stuff they don’t want nicked. Evil Sunz however are common and can also represent Bad Moons showing of their flash vehicles. Goffs generally don’t respect Bad Moonz who is smarmy snazzy gitz while Snakebites also don’t fit a techier Ork force. Wildboyz definitely don’t belong as they are naturally the lowest hoi polloi in Ork society.
Blood Axe Warchief BA
Mandatory Blood Axes Klan
1-Freebooterz (Roll on dat Table)
2-3 Blood Axes
4 Deathskulls
5 Kult of Speed
6 Bad Moonz

Freebooterz
1-2 Evil Sunz
3 Snakebites
4 Goffs
5 Wildboys
6 Gargants (Speshul Randomizer)

This force will give you a relatively generic warband with a preponderance of basic infantry. This is also a collection of the sneakier gits rather than the straightforward simplistic types. Snakebites and Goffs would be liabilities to a Blood Axe strategician while Evil Sunz while rarer would be more popular in the band.
Deffskulls DS
Mandatory Deff Skull Klan
1-Freebooterz (Roll on dat Table)
2-3 Deathskulls
4 Bad Moons
5 Blood Axes
6 Gargants

Freebooterz
1 Evil Sunz Klan
2 Goff Klan
3 Snakebite Klan
4-5 Kult of Speed
6 Wildboyz.

Again a predominantly infantry force Deathskulls have a greater predilection to Gargants than Blood Axes due to their greater numbers of Mekaniaks. The table leans to a slow shooty Ork Infantry horde.
Evil Suns Klan ES
Mandatory Evil Suns Klan and Kult of Speed.
1- Freebooterz (Roll on dat Table)
2-Blood Axe Klan
3-4 Evil Suns Klan
5-6 Kult of Speed

Freebooterz
1 Bad Moon Klan
2 Deff Skull Klan
3 Goff Klan
4 Roll Again 1-3 Snakebites/4-6 Wildboyz
5-6 Gargants

This force should be heavily mechanised with the Blood Axes better thought off as Evil Sunz in looted Rhinos than as proper Blood Axes. I’d recommend bunging all the supporting plans into transports as well.
Feral Boss WB
Mandatory Wildboyz Card
1 Freebooterz (Roll on dat Table)
2 Goff
3 Snakebites
4-5 Wildboys
6 Steam Gargant

Freebooterz
1 Bad Moons
2-3 Death Skulls
4 Blood Axes
5 Evil Sunz
6 Kult of Speed

This is a subtle force requiring a delicate hand and tactical finesse. It consists of huge hordes of blood enraged Orks running at the closest foe.
Goff Klan G
Mandatory Goff Klan
1 Freebooterz (Roll on dat Table)
2 Wildboyz
3 Evil Suns
4-5 Goffs
6 Snakebites

Freebooterz
1 Roll Again you unlucky git 1-3 Bad Moons 4-6 Blood Axes
2 Deathskulls
3-4 Kult of Speed
5-6 Gargants (Speshul Randomizer)

Goffs provide a more primitive face smashing force both Blood Axes and Bad Moons are very rare as they are smarmy too rich over intellectual gitz. Feral Orks are more common as they provide numbers and face smashing brutality two things dear to a Goff Warbosses black heart.
Kult of Speed Warboss KoS
Mandatory Kult of Speed
1 Freebooterz (Roll on dat Table)
2 Blood Axe Clan
3 Evil Sunz Klan
4-6 Kults of Speed

Freebooterz
1-2 Bad Moon Klan
3 Deff Skull Klan
4-5 Goff Klan
6 Slow Gits Roll Again 1-2 Snakebite Klan 3 Wildboyz 4-6 Gargants

This force should compromise dozens of fast bands zipping across the battlefield therefore I’d recommend you take transports for all your lads.
Snakebite Klan SB
Mandatory Snakebites Klan
1 Freebooterz (Roll on dat Table)
2 Goff Klan
3-4 Snakebite Klan
5-6 Wildboyz Horde

Freebooterz
1 New Fangled Krazy Gubbinz 1-2 Kult of Speed 3-6 Gargant
2 Bad Moons
3 Blood Axes
4-5 Death Skulls
6 Evil Sunz

This force should be a solid mass of lads and the army should be all about assault. Death Skulls are the most common shooty klan as their mercenary nature means they’ll wander around fighting anybody banding with anyone.
Gargantz Speshull Randomizer
1 Special Gargant 1-2 either Steam Gargant (if available) or a Mek Gargant pick either. 3-6 Mega Gargant.
2-3 Slasha Gargant
4-5 Great Gargant
6 Gargant Big Mob.

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