Ork Klans remake - opinions needed

Gornn65

Juve
Sep 10, 2025
41
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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:

  • 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
  • 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.
Deathskullz
  • 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
  • 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.
Goffs
  • 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?
 
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.

I think that might be the better option. Otherwise, these mobs miss out on having a Nob profile. They still have the perks of not needing to buy the relevant specialist.
 
On a different note, I had a go at differentiating klans simply by giving them different skill access. I've never tried these rules, but you can find them here:
 
I didn't refernce the skills in my original post, so my bad, but the rules I am using as a starting point also have different skills, they're referred to in that forum thread as Easy E's Klan rules. I don't know the history, so maybe there's some work done off of your and their skill selections already?

I think that for now I'll keep the weaker version of the leader, and then if players want to add a Bruiser to their crew, they can simply hire a nob. This way they maaintain their starting Teef advantage. (which the Evil Sunz, Deathskullz and Blood Axes need when comparing to the Bad moon benefit)

I Would like to find a different leadership option for the Blood Axes - The Evil Sunz one feels right, with a spanner as teh leader, but for Blood Axes, I think it needs a different leader option, or a different benefit altogether.
 
I didn't refernce the skills in my original post, so my bad, but the rules I am using as a starting point also have different skills, they're referred to in that forum thread as Easy E's Klan rules. I don't know the history, so maybe there's some work done off of your and their skill selections already?
Eric Farrington is Easy E (y)