Sorry! Your browser is not compatible with our stylesheets.
We recommend that you download the latest version of Internet Explorer, Opera, Netscape/Mozilla/Firefox or Safari (Macintosh) to view the site as it should be. In the meantime the pages are laid out so that they can be read without formatting.


Online Store
White Dwarf
Events & Community
News
The Lord of The Rings
Warhammer
Warhammer 40,000
Orks
- Welcome! Please Login
specialist games | shopping | your site | site map

The Evil Sunz
EVIL SUNZ VARIANT ARMY LIST

Andy Chambers and Andy Hoare take a look at variant army lists for Ork clanz. The Orks are a barbarous folk who fight in tribes and warbands. Any Ork can rise to leadership if it has the right qualities of brutality and cunning.

Evil Sunz Boss

Andy: When I originally wrote the Codex: Orks army list I tried to angle it so players could make up clan-themed warbands. The right paint schemes and a few choice units (I reasoned) would create a Goff warband or a Bad Moons warband by cunningly utilising the codex list. Ever since writing the codex I've intended to do a follow-up article about specific variant lists for Orks clanz and I've read a number of interesting ones on the Net (kudos to Cannibal Bob for his unstinting efforts). What follows is a simple set of roolz for theming different clanz based on the Codex: Orks list.

'OW IT WERKS

Each clan has a list of what's different about their army, broken down as follows:

CORE MOBS

The core mobs are the kind of Orks that most typify the clan. Mobs of this type may be chosen as Troops, regardless of which Force Organisation slot they would normally occupy. In addition, they may also be taken from the slot they normally occupy. For example, a Goff clan army may take Skarboyz as both Troops and Elites, meaning the army could take up to nine of these mobs in a Cleanse mission. They also have any restrictions on number removed (ie, 0-1, 0-2). A clan army must fulfil its compulsory Troops choices with core mobs.

COMMON UNITS

These are units that are common and/or popular with the clan and so have no limit on the number that can be chosen (subject to the normal Force Organisation chart limits, of course). They are still taken from the Force Organisation slot as normal.

RARE MOBS

These units are less likely to be seen in a clan warband and so become 0-1 choices. If the unit is already 0-1 then the clan may not use it at all.

Clan Warboss upgrades: A Warboss exemplifies the traits of his clan and may have compulsory wargear choices or extra options to reflect this.

Clan Boss upgrades: Many clanz have a preponderance of 'Oddboyz' – Mekaniaks or Bad Doks for example. Where appropriate they can include these as leaders for their Boyz mobz in place of Nobz. Other clanz may be distinguished more by the wargear the Nobz carry, and so this category may also contain details of wargear the character must take, or gets a points break on.

THE EVIL SUNZ

The Evil Sunz are irresistibly attracted towards fast warbikes and loud noise. This is a common trait amongst Orks, but especially pronounced in the Evil Sunz. They are constantly tinkering with the engines of their bikes and buggies, trying to get as much speed out of them as possible. Unsurprisingly the Evil Sunz have many Meks, because Mekboyz are indispensable when it comes to keeping vehicles in running order.

The totem of the clan is a blood red face grinning out of a sunburst. Evil Sunz wear red clothes and often paint their machines red too - firmly believing the old adage that "red wunz go faster" and "if it's red den no one's gonna catch up wiv'ya". The Evil Sunz are especially noted for their "Biker Boyz", who ride large and very noisy Ork warbikes. They dress in leathers marked with the Evil Sunz insignia, bedecked with chains and belt harnesses, and their foreheads are often decorated with metal studs screwed directly into their thick skulls.

USING AN EVIL SUNZ ARMY IN WARHAMMER 40,000

Core mobs: Warbikes.

Common units: Battlewagon.

Rare units: Grots; Skarboyz; Dreadnoughts; Killa Kans; Lootaz; Big Gunz; Kommandos.

Clan Warboss upgrades: The Warboss may be mounted on a bike (see Kult of Speed Mounted Warboss).

Clan Boss upgrades: Any Troops choice, other than Gretchin mobz, can choose to purchase a Mekboy for +10 pts, instead of upgrading a model to a Nob. The Mekboy must be equipped with a kustom force field, and may take any other wargear a Mekboy would normally be allowed to take from the armoury.

A NOTE ABOUT THE EVIL SUNZ AND KULTS OF SPEED

The Evil Sunz list represents a force drawn from that particular clan, but not one that has followed the precepts of the so-called "Kult of Speed" to it's full extent (yet).

If you wish to field an Ork army that has taken it's love of all things loud, fast and red to an extreme, then simply use the Kult of Speed list in Codex: Armageddon. Just as the Feral Ork list represents the beginnings of an Ork tribe, so the Kult of Speed represents a particular evolutionary pinnacle that many Ork tribes may reach - not just the Evil Sunz.

Download the Ork Clan Rules in PDF format [Download PDF - 232 Kb].

In order to download this document you will need Acrobat Reader. Download it for free from the Adobe site.

Related Links:
Goffs Army List | Bad Moon Army List | Death Skull Army List
Snakebites Army List | Blood Axe Army List

TopGo To Top | GW Online > Warhammer 40,000 > Orks > Evil Sunz Variant Army List
Games Workshop | Legal | Privacy Policy | Careers | Contact | Help | Accessibility | GW Portal
GW
 


Utilities
  •  
  •  
  •   Printable Page