I'm taking Eric Farrington's Ork clans and expanding them a bit, but I also have a few questions (if Eric is around great, otherwise the rest of the community can help i'm sure.
Mostly, I'm just adding a 3rd bullet to each group and adding a flavourful negative, so there should be 2 good and 1 negative bullet. The goal of the negative was to be more in line with the theme of the klan with a very minor negative.
So, here's my rework so far:
Bad Moons:
Here's where I'm looking for feedback:
A few of these klans gain specialists as leaders so I'm mostly trying to decide what their starting XP should be.
My goal is to NOT add a new statline for these, so they keep the baseline statz of a starting spanner/slaver.
So, I think they should just have the regular XP of a Boy or specialist. Except I did give them the leadership ability (to gain 1 LD after a victory) Just so there's not an early competition for leadership.
Alternatively, I could instead say that "Your nob counts as a Spanner" or "your nob counts as a slaver" so that way the leader gains all the stats as well, but would start at the 'leader' xp mark in the campaign book. If I do that, I think I need to make some other balances.
Thoughts? Opinions?
Mostly, I'm just adding a 3rd bullet to each group and adding a flavourful negative, so there should be 2 good and 1 negative bullet. The goal of the negative was to be more in line with the theme of the klan with a very minor negative.
So, here's my rework so far:
Bad Moons:
- Bad Moon Nobz may start the recruiting process with 115 teef instead of the normal 100.
- Bad Moon boyz that are mining scrap earn an extra +1 teef per roll in the income stage of the campaign.
- Bad Moon warriors that are taken by another Mob generate 1d6 teef during the income phase, without the need for a slaver. (The extra teef have been beaten out of them)
- Blood Axes may choose to be led by a Spanner instead of a Nob. Once the Spanner has won a battle they will gain 1 pt of Leadership. Until this happened the mob may not buy Kustom Jobs. (starts at
- Blood Axes are sneaky; hence they can re-roll “Da Bad Nooz” rolls. However they must abide by the second rolls results even if it is worse than the previous roll.
- Blood Axes WILL run off at a moments notice. They have a -1 penalty to their bottlin’ out tests.
- The Deathskull Mob maybe led by a Slaver instead of a Nob. Once the Slaver has won a battle they will gain 1 pt of Leadership. Until this happened the mob may not buy Kustom Jobs.
- Grots can mine 1d3+1 Teef per grot that is mining in the income stage of the campaign.
- Due to the Deathskullz penchant for thievery, subtract 1d6 teef from the profit, before mob size is calculated. Them dam boyz is pocketing all the goodz!
- Evil Sunz maybe led by a Spanner instead of a Nob. Once the Spanner has won a battle they will gain 1 pt of Leadership. Until this happened the mob may not buy Kustom Jobs.
- Evil Sunz may re-roll vehicle permanent damage. However the second result must be used.
- Each Evil Sunz driver, must thrust at least once per turn. The driver must pass a leadership test to avoid thrusting.
- Goff Nobs start with Ld 8. They do not need to win a battle in order to raise their Ld to 8. They are all ready battle hardened, since Goffs spend more time than any other Ork fighting.
- A Goff Nob may hire up to 2 other Nobs for the Mob. They start with Ld 7 and they will not increase except through the normal campaign experience system.
- A Goff Nob never recruits Grots. They are too weedy, and are beneath him.
Here's where I'm looking for feedback:
A few of these klans gain specialists as leaders so I'm mostly trying to decide what their starting XP should be.
My goal is to NOT add a new statline for these, so they keep the baseline statz of a starting spanner/slaver.
So, I think they should just have the regular XP of a Boy or specialist. Except I did give them the leadership ability (to gain 1 LD after a victory) Just so there's not an early competition for leadership.
Alternatively, I could instead say that "Your nob counts as a Spanner" or "your nob counts as a slaver" so that way the leader gains all the stats as well, but would start at the 'leader' xp mark in the campaign book. If I do that, I think I need to make some other balances.
Thoughts? Opinions?