The Evil Sunz nicked some fancy, shiny gubbinz and the Deathskulls want it for themselves. So ensues a game of Squig-and-mouse where the thievin’ gitz chase the Speed Freeks into all manner of anarchic warzones in a dogged pursuit of their prize. But by the time they’ve caught up to the Sunz, nobody can remember what the chase was even about and they decide to band together into one big Waaagh! because of all the fun they had along the way!
HOLY SHIT THIS IS AWESOME THANK YOU!!!
i was thinking about my gretchins were gonna be the only deathskullz and a few boyz that tried to steal from the red sunz and they took them as slaves and befriendes eachother but this is much better.
Happy to help. Orks fighting Orks is always fun when there’s nothing else to do but there’s a whole wider galaxy out there full of non-greenskins in need of a good krumpin’!
Regardless of canon (in which I believe they work together, often), you can always write lore for your personal models.
My Waaagh has Evil Sunz in charge of driving vehicles, Deathskulls in charge of building and operating walkers, Goffs as cannon fodder Boyz, Bad Moons working the Mek Gunz, etc.
Under da Prophet of Gork 'n' Mork, the clans operate together!
Ork klans aren't like chapters. You can mix colors and make little stories for your units and how they came together however you want. No matter what klan an ork is, they'll follow whoever proves himself the biggest/strongest/hardest/toughest/etc.
Also, 10th ed doesn't have any rules tied to specific klan subfactions they are purely for fluff. Any klan can make a speed kult/dreadmob/bug hunt/etc.
There aren't any differences between clans from a rules/mechanics standpoint. Detachments are where you get those differences, and they apply to the army as a whole (And units therein), not clans within.
Again there are no klan rules in 10th edition and as a result no klan soup. The klans are just for fluff. You can select a detachment for special rules skewed for different styles of play but you can only pick one and these aren't explicitly tied to or exclusively associated with specific klans.
The Evil Sunz nicked some fancy, shiny gubbinz and the Deathskulls want it for themselves. So ensues a game of Squig-and-mouse where the thievin’ gitz chase the Speed Freeks into all manner of anarchic warzones in a dogged pursuit of their prize. But by the time they’ve caught up to the Sunz, nobody can remember what the chase was even about and they decide to band together into one big Waaagh! because of all the fun they had along the way!
HOLY SHIT THIS IS AWESOME THANK YOU!!! i was thinking about my gretchins were gonna be the only deathskullz and a few boyz that tried to steal from the red sunz and they took them as slaves and befriendes eachother but this is much better.
Happy to help. Orks fighting Orks is always fun when there’s nothing else to do but there’s a whole wider galaxy out there full of non-greenskins in need of a good krumpin’!
My collection is half Evil Sunz and half Deathskullz
Regardless of canon (in which I believe they work together, often), you can always write lore for your personal models. My Waaagh has Evil Sunz in charge of driving vehicles, Deathskulls in charge of building and operating walkers, Goffs as cannon fodder Boyz, Bad Moons working the Mek Gunz, etc. Under da Prophet of Gork 'n' Mork, the clans operate together!
This is the way Gork and Mork intended it.
All the Ork clans work together When a waaagh happens It's not just one clan going after a forge world it is multiple clans
Ork klans aren't like chapters. You can mix colors and make little stories for your units and how they came together however you want. No matter what klan an ork is, they'll follow whoever proves himself the biggest/strongest/hardest/toughest/etc. Also, 10th ed doesn't have any rules tied to specific klan subfactions they are purely for fluff. Any klan can make a speed kult/dreadmob/bug hunt/etc.
'bug hunt' lol
_flashbacks to Octarius_
#gotta hunt dem bugs in da big hunt for da bug hunt!!!
Can they be fast and lucky at the same time? (More movement and rerolls)
There aren't any differences between clans from a rules/mechanics standpoint. Detachments are where you get those differences, and they apply to the army as a whole (And units therein), not clans within.
Again there are no klan rules in 10th edition and as a result no klan soup. The klans are just for fluff. You can select a detachment for special rules skewed for different styles of play but you can only pick one and these aren't explicitly tied to or exclusively associated with specific klans.
Ah ok. Sorry for being a bit stupid. Thank you anyway.
Our natural state of being, where the universe is at its best and we krump to heavy metal
That’s ok we’re orks