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===Vehicles=== All models in this section are Vehicles unless explicitly labeled as Monsters. *'''Boomdakka Snazzwagon:''' *'''Kustom Boosta-Blasta:''' *'''Megatrakk Scrapjet:''' *'''Mek Gunz:''' Unfortunately, neither of the models that can lead this unit are cheap enough to be worth it compared to their buff, but the Big Mek with SAG was clearly costed to join this unit, if you were curious - he costs ''exactly'' as much as adding a fourth gun would cost followed by applying his re-roll buff to the unit, even though they already have it against targets with 10+ models. ''That'' means Mek Gunz are costed assuming you take their "best" gun, because it's the only one for which you'd choose similar targets to the SAG: the Kustom Mega-Kannon is R36 Ad6('''Blast''') BS4+ S12 AP-2 Dd6 with '''Hazardous'''. *'''Rukkatrukk Squigbuggy:''' *'''Shokkjump Dragsta:''' Somehow ''this'' is your dedicated sniper unit/model, and it's really weird. It can Deep Strike every time it Advances, but can't shoot or charge after Advancing, so this isn't very helpful for getting its gun into position. It technically does have two guns, but in orky tradition one of them doesn't matter because you'll never hit anything with it. The real gun is 24" A1 BS3+ S8('''Precision''') AP-2('''Devastating Wounds''') Dd6+1, '''Hazardous'''. That's a good measure more lethal for your target ''and'' less lethal for you than 'Eadbanger on your Weirdboys. *'''Grot Tanks<sup>IA</sup>:''' *'''Grot Mega-Tank<sup>IA</sup>:''' ====Transports==== *'''Battlewagon:''' The partybus is still here and it's really tough to get rid of now: M10 T10 Sv3+/6++ W16 Ld7+ OC5, and incoming AP worsens by 1, to the standard maximum of 0. With transport space for ''22'' {{W40kKeyword|Infantry}} that can all fire out of it as well, at least without upgrades - of which you absolutely shouldn't pick (some of) the ranged weapons unless you have some way of improving the wagon's abysmal +5 to hit with all of them. Much more interesting is the classic 'Ard Case (which bumps it from T10 to T12, same as a Land Raider, but removes its Firing Deck) and the melee weapons, most of which can reduce MEQs to mulch and you have no reason not to take. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town. **Guns: You can take a lobba and up to 4 big shoots and there is literally no reason not to, so ''always'' do so. The killkannon blocks 10 transport spots, so never take it, but the kannon and zzap gun ''only'' prevent Thraka from riding without reducing capacity, so unless you want to put Thraka in it (he'll take up 18 spots), always take a kannon (the zzap gun would be better, but you have no way to re-roll hits with it). **Melee: Always take the Deff Rolla, Grabbin' Klaw, and Wreckin' Ball, since they're all free. **Ard Case: You don't have an assault ramp, but you also aren't exactly chock full of good models to shoot out of this thing. Take an Ard Case on a wagon intended to carry a bunch of slugga wielders, but leave it off as soon as the guns become remotely interesting. Remember, if you have a Mek nearby, that +1 to hit applies to any and all Firing Deck weapons. *'''Hunta Rig:''' M10 T10 Sv3+/6+++ W16 LD7+ OC5, with 21 transport spots, all of which can fire but can only hold {{W40Kkeyword|beast snagga infantry}}. Plus, when this model is destroyed, you can re-roll the dice to determine how many mortal wounds the unit suffers (ordinarily, this will take you from 1/6 of the model count to 1/36 of it, on average). *'''Kill Rig:''' A Kill Rig in every way, with the following three exceptions: you lose 10 pips of transport capacity, you gain a psychic gun: R24 Ad3 BS('''Torrent''') S12 AP-3 Dd6 with '''Hazardous''' and '''Psychic''' (this, of course, also inflicts the {{W40Kkeyword|psyker}} keyword on you), and your special rule changes from safely bailing out when destroyed to trying to psychically buff some nearby ork unit: you roll 1d6, and on a 1 you take 1d3 mortals, on a 2+ you grant +1S to the target's melee weapons, and on a 6+ you grant '''Lethal Hits''' to the target's melee weapons in addition to the +1S. *'''Big Trakk<sup>IA</sup>:''' *'''Kill Tank<sup>IA</sup>:''' ====Dedicated Transports==== *'''Trukk:''' Easily one of the finest {{W40Kkeyword|transport}}s in the Galaxy: M12 T8 Sv4+ W10 Ld7+ OC2, and since beakies got them fancy [[Metal Boxes]] dat fix themselves up, why can't your trukk? That's right, your Trukk can also heal themselves of a wound on each of your Command Phases, and in exchange for a lost point of Toughness and a weaker save, you've got a nice transport capacity of 12 {{W40kKeyword|Infantry}} models (with {{W40kKeyword|Mega Armour}} taking 2 slots), ''all of whom'' can shoot out of the Trukk every turn alongside the Trukk's big shoota. While the trukk has a token few attacks from it running over someone, you can also grab a free Wrecking Ball for a supporting attack that can swat aside a small monster. ====Walkers==== *'''Deff Dread:''' Can take up to 4 melee weapon arms, but you are penalized for doing so, so you won't. In practice, expect to take a maximum of 1 Dread Klaw and then 1-4 guns: either Skorchas (heavy flamers) or Kustom Mega-Blastas (R24 A3 BS5+ S9 AP-2 Dd6, '''Hazardous''') depending on your needs. Or, you know, don't, and instead fill a Trukk with Burna Boyz. *'''Killa Kans:''' *'''Mega Dread<sup>IA</sup>:''' *'''Meka-Dread<sup>IA</sup>:''' =====Titanic===== *'''Gorkanaut:''' *'''Morkanaut:''' *'''Stompa:''' At first you may cry at the cost. "800 pts," you say. "That's absurd," you say. "Stompa bad," you conclude...'''BUT YOU CONCLUDED WRONG!''' The Stompa has M10 T14 Sv2+/6++ W30 Ld6+ OC12. And hold on to your pants because it gets better. Put a piddly little mech nearby to give him BS4+ and WS2+! Absurd! That's a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :') ====Fly==== *'''Deffkoptas:''' That's right, your flying bikes are miraculously ''not'' Mounted. =====Aircraft===== *'''Blitza-Bommer:''' *'''Burna-Bommer:''' *'''Dakkajet:''' You have 3 copies of R36 A4('''Rapid Fire 2''') BS5+('''Sustained Hits 1''') S6('''Twin-Linked''') AP-1 D1 and all successful hit rolls are Critical Hits, which means your functional accuracy is BS3+, not BS4+ like SH1 would normally imply. Within 18", that's an average of 12 hits landing. Unfortunately for you, Wazbom Blastajets are even better dakka, so which you should field will depend heavily on points costs. *'''Wazbom Blastajet:''' ====Fortifications==== *'''Big'ed Bossbunka:''' The head of a mighty gargant, hollowed out to fit 11 models of {{W40kKeyword|Infantry}} with {{W40Kkeyword|Jump Packs}} and {{W40kKeyword|Mega Armour}} counting as 2 models. On top of that, anyone within 6" of it (and presumably inside of it too) get a +1 to Leadership. Alongside having everyone inside of it shoot with their own guns, you also have 1-3 big shootaz for a ton of anti-infantry fire as well as the Gaze of Gork to blow up hordes and punch holes in tanks. *'''Mekboy Workshop:''' A giant pile of scrap and bitz that lets any {{W40kKeyword|Vehicle}} within 12" heal d3 wounds.
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