Yes, but that's GW fluff, generally to be discounted at every possible opportunity.
I apologise if I am wrong, it just doesn't seem to me as if they suit 40K. I'm still not sure about Orks being able to field them, unless they happen to be easily tameable or fungi, they probably wouldn't bother.
I can't see anything wrong in adding a wyvern in 40k, just think of it the galaxy isn't exaclty populated entirely of gunslinging men and women... and orks.
Just make sure you make the Wyvern playable, as in not overpowering ***** with 124 THOUSAND attacks and 34 str!!...sorry...
Just make him playable... as in "ok I can go with that", commented by your opponent.
But try to make him orky the 40k way!
Lead along: The Wyvern is accompanied by a group of five to eight Gretchin slaves. The squad also must include a slaver. He may be given any equipment allowed from the Ork armory.
Wings: The Wyvern has an enormous pair of dragon-like wings that it uses to glide over the battlefield. Therefore, it ignores all terrain and counts impassable terrain as difficult terrain. It also may move 12" a turn and assault the normal 6".
Savage nature: At the beginning of each Ork turn, a leadership test must be made against the Slaver's leadership value. Follow results on table below:
1-7 The test is passed and the Wyvern is commanded as normal
8-10 The Wyvern becomes furious and moves on its own will. Roll 2D6 and a scatter dice to determine where it moves. A result of â€˜hitâ€™ is re-rolled.
11-12 The Wyvern goes berserk and decides itâ€™s very hungry! Remove one of the Gretchin slaves as a casualty. For the next turn, the Gretchin continue to try and control the Wyvern. It may not be used for that turn.
â€œBye, Bye!â€? : If all the Gretchin slaves and Slaver are destroyed, the Wyvern is removed from the battlefield as it sees no logical reason to be there without its controllers. Its counts as destroyed for Victory Points purposes.
Weapon options: The Wyvernâ€™s squad may include a Gretchin armed with a big shoota for 20 points, a rocket launcher for 30 points, or a flamethrower for 40 points. The weapon uses the Gretchinâ€™s BS to fire.
Not a bad idea, but there are some flaws in your rules (no offense). First of all, yes the wyvern does have wings, but the grots don't. The 12" move represents the wyvern flying across the field, and (i think) the grots holding on for dear life. I think there should be some rule for their landing, like "roll a D6 for every remaining grot, on a roll of 1 the grot is killed, and the model is removed (just imagine that the wyvern crushed it under it's foot or something), for victory point purposes the grot counts as destroyed".
Boy do I feel stooopid!!! :blink: The Wyvern Itself will cost about 70 points (is that about right?) and the slaver will cost the usual nine and can only take the typical Slaver equipment. The Grots the normal 3 points each. 70 points is about right, i think because its a completely random figure and doesn't always do what its told (typical Orky attitude).
70 points... hmmm? That's the same as a Ork Dreadnought. I think thats a little low, but it's just my opinion. I feel that the wyvern is superior to a dreadnought and should have a higher point value. Something like 90.
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