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====[[Evil Sunz]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Evil Sunz Icon updated.png|Border|75px|left]] | In the grim darkness of the far future, da red 'uns go fasta! <br> The Evil Sunz are the fastest orks in all the galaxy. They're mean, green, and ready for some speed. <br> On the tabletop, they're fast... No, that's it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move as fast as marines, vehicles that move faster than eldar, and strategems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – RED ONES GO FASTA''': Gain +1" of Movement (+2" for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance and charge rolls and ignore penalties to hit with Assault weapons after advancing. In addition, the current Ork FAQ asserts that you get +1 to static advances even when you don't roll, such as from turbo-boost. **Perfect for deep striking units. 2d6 + 1 means you need to roll an 8 to make the charge, which in addition to 'Ere we Go means you're very likely (72.45%) to succeed. **Though you still cannot declare a charge outside 12", it doesn't mean you cannot move 13" if you managed to roll boxcars on your charge move. Use this to get even deeper into the enemy lines. *'''Warlord Trait - Speed Freek''': Your Warlord and any Evil Sunz unit within 6" of him can charge even if they fell back this turn. **Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike's 'Snagga Klaw' and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. I2 Master Race. *'''Relic - Rezmekka's Redder Armour''': Add 1 to the Movement characteristic of any transport the bearer is currently embarked on. In addition, if the bearer is embarked on any transport at the start of your Movement Phase roll d6 for each enemy unit within 1" of that transport. On a 4+ that unit suffers d3 mortal wounds. **Stompas are transported, and with a big model like that, you could zap a lot of enemies with mortal wounds. It would be a funny combo if nothing else. ***Get a Big Mek with this and KFF for the 5++ and have a Wartrike nearby, you can get a first turn charge with your Stompa on anything that is within, on average, 33" (12" Movement +1" Evil Sunz +1" Relic + (3.5+1)" advance + (12.75+1)" Ramming Speed charge with Ere' We Go +1" reach). *'''Stratagem - Drive-By Krumpin' (1 CP)''': Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn. <div class="mw-collapsible mw-collapsed"> ** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.</div> *'''Psychic Power - Visions in the Smoke (WC 6)''': Select a friendly Evil Sunz vehicle unit within 12" (can only select units with 18+ wounds on a WC roll of 9+), and reroll all hit rolls for that unit until your next psychic phase. ** Can be situational, but if you build a bit around it (say, a Morkanaut hitting on 4’s with “Sparky Bitz”) it can be pretty devastatingly Shooty. '''Special Character''' *'''Zhadsnark Da Ripper (Forge World)''': Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3 and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for <s>11</s> 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). The guy is a deal. On the downside; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}! **'''Forge World FAQ (as of 2018-11-02)''' - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you'll have to take the Wartrike. ** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior. </div> </div>
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