Clanz:
> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
- A commander always has authority over his own ship and those of his squadron.
- The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value.
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.
I REALLY like the fleet wide clan bonuses. So, the clan of the commander is the clan of the fleet. Only ships/squadrons with characters can have a different clan.
About my Klan bonuses
Goff: +1 Boarding VALUE. +1 LD when Ramming.
Goff hordes are usually numerous, so they add to the Boarding VALUE.
The symbol of the klan is the bull, so ramming bonus seems appropriate.
Evil Sunz: +1D6 when AAF. So they can do normal AAF.
Much less powerful than soopa boostas for all. And it still allows them great bursts of speed.
Bad Moons: +1 Turret (representing more ammo to use)
Bad Moon Ships have more kustom guns than any other ork ship.
Deathskulls: +1 LD to Reload Ordnance
They can build torpedoes out of anything. They loot part of their own ship to build more bombs and attack crafts and torpedoes.
Blood Axes: +1 LD to Lock On
This is a rarely seem order in ork fleets. But it is appropriate for the blood axes, which like to fight proper.
Snake Bites: +1 to Boarding RESULT
Read about these boyz
http://wh40k.lexicanum.com/wiki/Wyrm-Killa_TribeThe old ways are the be(a)st.