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====[[Freebooterz]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Freebooterz Icon.png|Border|75px|left]] | In the grim darkness of the far future, the pirate'z loif iz fer me! <br> Freebooterz is all about showing off to each other, fighting for teef, and doing whatever they feel like. The Freebooterz are the outcasts of ork "polite" society; each one has been either banished from his tribe or simply wandered off and got lost. Over time, these wayward boyz get together into "krewz" and ply the stars to follow their own interests, blowing people up with kroozer kannons, hoisting the main sail, and wearing cool tri-corn hats. <br> On the tabletop, Freebooterz builds up their steam as they kill gitz, gaining more and more pluses to hit with each unit destroyed. Coupled with their warlord trait, they'll almost never miss in the fight phase, and even when they're shooting they can get more hits off than not. They strike a fine balance between the melee blender of the Goffs and the dakka of the Bad Moons.<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs β COMPETITIVE STREAK''': Add 1 to hit rolls for attacks made by models with this {{W40kKeyword|KULTUR}} if any other friendly unit with this {{W40kKeyword|KULTUR}} within 24" has destroyed an enemy unit this phase. **Situational, as it requires a table state where an enemy unit was destroyed, but you can focus fire/finish a unit in melee. Be careful destroying a unit in the psychic phase, as it'll become a wasted kill. *** Not so situational anymore with beast arises book. Now with custom jobs you can easily get for example MORKANAUT hitting on 3+. A So will work for melee units for that sweet 2+ WS. **''Does'' work with Gretchin - the Gretchin themselves can't benefit from this kultur, but since they have it, their kills can be used to trigger this in units that ''can'' benefit. **Note that as your game gets bigger, this gets exponentially better, as you're getting higher chances to kill something before the end of the phase. *'''Warlord Trait - Killa Reputation''': Reroll 1s to hit in the Fight Phase for friendly Freebootas while they are within 6" of your Warlord. ''Fitting of an Ork Kapt'n''. ** Combos with Waaagh Banner and <s>Boyz</s> anything that wants to be in melee (AKA 3/4ths of your units), especially those Meganobz with Power Klaws that would hit on 4+. It doesn't work with shooty lists. *'''Relic - The Badskull Banner''': You can activate this once per battle at the start of your Morale Phase if you do so then for the rest of it all friendly Freebootas units automatically pass morale tests... Booooooo! *'''Stratagem - Kill Kruisa Broadside (3 CP)''': At the beginning of any shooting phase, choose D3 points at least 6" from each other in line of sight of any of your models. Roll a D6 for every unit (friend or enemy) within 3" of any of these points. On a 5+ (6 if the unit is a character), the unit takes D3 mortal wounds. 1/game. <div class="mw-collapsible mw-collapsed">''Very meh especially for 3 CP. NEVER USE IT.''</div> *'''Psychic Power - Jolly Ork's Glare (WC 6)''': Enemy unit within 18" has its move characteristic halved, and advance and charge rolls get -1 until your next psychic phase. ** Somewhat situational. Can help get the charge but orks usually what to get as close to enemy as possible ASAP. Not delay. ** Can be used on a annoyingly fast unit that youβve already got tied up/are about to tie up in order to prevent it running away again. '''Special Character''' *'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1's to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn't get the same '''Gun-Crazy Showoffs''' rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1's may be worth it. ** His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him reroll one hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt). </div> </div>
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