Kill Kroozer
This page is needs images. Help plz. |
The most infamous of all Ork spacecraft, and the backbone of any self-respecting Ork fleet worth the name. Usually hammered together by Meks from the looted hull of another race's ship when they can get it, and festooned in guns of all sizes and types, lone Kill Kroozers on the prowl're a common risk to merchant traffic at the best of times, but during wars whole armadas of these ramshackle craft can be assembled from all the wrecked vessels the Orks've managed to salvage.
Favouring a propa scrap even in a space battle, Ork Kill Kroozers're designed to slug it out in close-quarters, and carry far more firepower than any vessel of their size has any right to, Orks not caring for such things as adequate power requirements. They also have a penchant for ramming and boarding, both to try and nick the vessel and to finally get hands-on with the enemy, and Orks have no problems with abandoning their posts in order to join the melee, meaning an Ork boarding party can sometime comprise the entire krew.
Inexperienced Ork Kaptins'll often charge right up the opposing gunline in order to bring their own weapons to bear, leaving their sterns vulnerable to counter-attack. Wiser (survived their first attempt) Kaptins know to stagger their attacks into several waves to cover this.
Notable Kill Kroozers
Da Blacktoof
Kaptin Badrukk's flagship, see his page for the specifics.
Butcher
A Kill Kroozer active during the Gothic War, though this wasn't it's actual name, as Naval intelligence never learnt its native Ork designation, and it just sort of came to be known by this moniker due to its actions.
This vessel was single-handedly responsible for the loss of fifteen transport ships, seven Escorts of various classes, and even a Cruiser during six successive attacks in the Quinrox Sound, as well as the looting of Bralutha Station. It was never caught.
Slaughta King
Another ship from the Gothic War, this one took advantage of the Imperial forces being distracted and drawn away by Chaos fleets, to lead an Ork flotilla out of the Cyclops Cluster and into the now-unprotected Moab System.
This fleet was engaged by the Fourth Cruiser Battlegroup, containing no less than Four Mars-Class Battlecruisers with Nova Cannons; Imperious, Hammer of Justice, Minotaur, and Lord Daros. Admiral Haines was confident that their combined firepower would be more than enough to deal with some flying scrapheaps... He was wrong. Lord Daros was boarded and lost with all hands, the other three were all heavily-damaged and forced to withdraw, leaving the Civilised Worlds of Moab wide open for the Orks.
Others
- Krimrak's Killa
- Boomboss
- Gork's Grin
In Battlefleet Gothic
In the original tabletop game, Kill Kroozers were as tough as Grand Cruisers, fitting in between Battleships and Battlecruisers in terms of how many Hits they could take, being Cruiser/10 to their Battleship/12 and Cruiser/8 respectively. Along with Terror Ships, they were the biggest vessels you could take without entering Rok or Space Hulk territory.
They were also very heavily armed for their size with a total of SIX batteries, three Gunz and three Heavy Gunz, with one of each covering its port, starboard, and prow facings. They weren't too strong compared to Imperial capital ship armaments however, at 4 Firepower for the Gunz and 1d6 for the Heavy Gunz, with the prow pair being 6 and 1d6+2. They were also very short range, with Gunz only reaching 30cm, and Heavy Gunz half that at 15cm, compared to the 45cm and even 60cm ranges their Imperial equivalents could hit from. The prow Heavy Gunz Battery could also be swapped out for a Torpedo Launcha for free, with a Speed of 30cm and a Strength of 1d6+2, which could then be loaded with Boarding Torpedoes, reducing the Speed down to 20cm.
Tabletop
In 9th Edition, Freebooterz have access to a Stratagem called Kill Kruisa Broadside, which once a game allows them to call down 1d3 shots from an orbiting Kill Kroozer, each shot must be more than 6" away from each other, and in line of sight of any of Your Dudes. Each unit (foes AND friends) within 3" of any impact zone takes 1d3 Mortal Wounds on a 5+, or 6+ if it's a character.