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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(7E)
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[[Feral Orks]] have always been in the lore, but now you can play them in Kill Team. This list seems to be in the early stages of development, and with 8th edition out there is unlikely to be an update, so don't be surprised if it's horribly unbalanced. ==Rules== *'''Born to Fight''': When this model fails a leadership test while engaged in close combat, it counts as passed on a 4+. Most of your units have this. *'''Ere We Go!''': Re-roll a single dice when determining charge distance. Good for getting your boys stuck in, which is where you want them. ==Powers of da Savage Waaagh!== *'''Fooled Ya!''': Enemy models firing at friendly models within 3" of the Psyker do so at -1BS. This team does not do well at range, so this is handy for keeping them alive until they can do what they do best. *'''Warpath''': While this power is in effect, friendly models withing 3" with the 'Ere We Go! special rule gain +1 attack. As if you infantry weren't powerful enough in combat already. *'''Oi! Gerroff!''': Perhaps less useful but potentially more fun than the other two, this targets an enemy unit within 18", and pushed it D6+3" away from the psyker. If the target hits another unit or a piece of terrain, both suffer a single S3 hit. Could be handy for getting a heavy weapon out of range before it cuts your units to shreds, or just use it to push enemies units off high places. ==Armoury== *'''Grisly Trophies''': Makes them cause fear. Not bad for 5 pts but a lot of units in the game have ways of getting around fear, so keep that in mind. *'''Buzzing Squig Clumps''': Counts as an assault grenade. These are only 1pt each, and since you will proably not reach the point limit exactly, you might as well take a few of these. *'''Warboar''': This can be taked by the Brute or the shaman, it changed unit type to cavalry and gives +1T/A and rending. Since rending is your only source of AP3/2 outside of the stonecleava these have a lot of utility. Just remember they prevent you from climbing. ===Brute Only=== *'''Biggest An' Greenest''': +1T and FNP(6+). Problem is, it costs more than brute. Skip this one. *'''Sniffer Squig''': ===Shaman Only=== *'''Black Bone Stikk''': Gives the shaman stikk master crafted. Not that great as it only allows you to re-roll 1 failed to hit roll and you will be making 4+ attacks in a turn. *'''Totem Skull''': Lets friendly models within 9" re-roll failed invulnerable saves. Since almost all of your units have one, this is an alright upgrade, but you lose your choppa to take it. ===Troll Only=== *'''Fermented Fish''': A cheap upgrade that lets you roll a d6 at the beginning of the shooting phase, and on a 2+ the troll noxious breath attack gets torrent until end of turn. Quite a good upgrade. *'''Random Trinket''': Roll a d3 at the beginning of them game, and you get one of the following. **1. You re-roll '''successful''' it will not die rolls. Obviously you don't want this one. **2. You gain adamantium will. Fine, but psykers are kind of limited anyway. **3. The troll gains hatred of everything. ==FOC== *1 Leader *1-20 Core *0-5 Special ==Leader== *'''Brute''': Your only leader. He is identical to your basic feral ork except with an extra wound, and he costs the same number of points. He can take a warboar for 15pts which is a good idea, although it will prevent him from climbing, and he can take a stonecleava which is your only source of (admittedly inconsistent) AP2 outside of the boar boys rending. It's worth noting, since his leadership is the same as most of your units, inspiring presence will only help for your grots and troll. ==Core== *'''Feral Ork''': Your basic infantry unit. These guys are beasts in close combat with 5 WS4 S4 attacks on the charge. They can take bows, but you should leave that to the grots, or a spear and shield, which give you +1I in the first round of combat, which could be handy given your crappy armour save. The shield allows you to re-roll armour saves, but with a 6+ armour save it probably won't make much difference. *'''Stabbas''': A weapon team of sorts capped at 0-1. Has 4 S8 AP3 attacks, so use it to shred marines or wreck transports. Never leave home without it. *'''Forest Grot''': These cavalry cost half as much as a feral ork, and get poisoned(4+) and move through cover. They start with just a close combat weapon, but its worth opting for the grot bow, as they probably won't last long in close combat. A good take, but be mindful of their low leadership. == Special == *'''Feral Ork Shaman''': Your psyker unit. It may be tempting to give him a bow, but unlike other psykers he is best in close combat. He can also take a warboar for 15pts, which is a good idea unless you want him footslogging to protect your other units. *'''Boar Boy''': 7 S5 attacks with rending on the charge and hammer of wrath. Make sure they get into combat and watch them destroy everything. *'''Troll''': Capped at 0-1, this guy is durable with T5 and FNP(4+). He actually isn't that great in close combat, your basic boys have the same strength and attacks with 1 more WS. His real usefulness is his noxious vomit attack, which is a poisoned (3+) AP4 template attack. This will automatically kill most infantry 2/3rds of the time. Just remember the stupidity rule, which will cause him to spend most of his time standing around doing nothing if the brute isn't around to mind him. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]] [[Category: Xenos]] [[Category: Orks]] [[Category: Feral Orks]]
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