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== Unit Analysis == === Headquarters === *'''0-1 [[Warboss]]''': A very different beast to the lovable guy we're familiar with in later editions, he's only T4 poor lad, but can take up to 80 points of wargear from the armoury, so he'll quickly beef up with extra gubbinz. You MUST include at least one Warboss in your army as stipulated by an unnamed Special Rule. An 'Uge Choppa keeps him cheap and cheerful, whilst a Power Klaw lets him open cans. *'''Warboss's Bodyguard''': A motley crew of lackeys for the boss, which doesn't take up a HQ choice but may only be taken if you also have a Warboss. You can choose from between five and ten [[Nob]]z, up to two Mekboyz, and up to two Mad Doks, all of whom may take whatever equipment they're allowed from the armoury up to 40 points (or 80 points including Mega Armour if they're [[Meganobz]] escorting a Mega Armoured Warboss), and can be mounted in a Wartrukk as long as they number ten models or less including Gretchin and Squigs. You want a mob of Meganobz? You can do that. Jealous of Space Marine [[Command Squad]]s? Hire your own [[Apothecaries]] and [[Techmarines]]. *'''0-1 [[Big Mek]]''': Half the price of a Warboss, and he can take anything from the armoury allowed for both Warbosses and Mekboyz up to 60 points, so a good budget option. Doesn't come standard with Mekboy's Tools, but can buy them for tuppence. *'''Big Mek's Bodyguard''': A Big Mek can have his own retinue of between three and five [[Mekboy]]z and optional Wartrukk, none of which may have the same weapons loadout courtesy of another nameless Special Rule. They can ALL take Mekboy's Tools though, so the amount of vehicles a full mob can fix in a turn is a true sight to behold. *'''0-1 [[Painboy|Painboss]]''': He's a HQ this time around for the same price as a Big Mek, and like the Mekaniak he doesn't get Dok's Tools by default, though it is just a 1pt upgrade. Can take any equipment allowed to Mad Doks up to 60 points. *'''Painboy's Bodyguard''': Each Painboy can also take a bodyguard of between four and nine [[Cyborks]] in a Wartrukk if he wants, which are considered a single unit with him if taken, so feel free to [[Counts As]] with a [[Looted]] [[Servitors]]. They can't take any upgrades so you're stuck with the base Sluggas and Choppas, but they all get a 5++ invulnerable save and T5, making them pretty resilient. *'''0-1 [[Weirdboy|Wyrdboy]] (Chapter Approved 2001)''': An Ork [[Psychic|Esper]], with access to two powers he can choose from each turn. '''Psychic Vomit''''s a S4 Flamer template of stuff better left undescribed, whilst '''Gork'll Get 'Em''''s a S8 '''Blast''' with a range of 72", which manifests as a giant green fist or foot that squashes anything beneath it, which'll be more accurate with his WS/BS3. He can have up to 40 points worth of equipment from the armoury, so give him something nice to make up for everything. **''''Eadbang''': Because his powers come from the gestalt psychic field of the Orks around him, a Wyrdboy'll never be attacked by Daemons when using his powers. His head may occasionally explode, however, meaning he suffers a single Sd6 hit if he rolls snake eyes or boxcars. **'''Wyrdboyz''': Because he really doesn't want to be here on account of ''''Eadbang''', an unaccompanied Wyrdboy always counts as a mob with only one man remaining, so must make a Last Man Standing test at the beginning of each turn to prevent him bolting. **'''Minderz''': Because the Warboss really does want him to be here, if you also have a Brute Mob at least ten-men strong in your army, you may split off between two and five of them to act as an "escort" for your Wyrdboy, but they've got to be normal Brutes, not Nobz or ones with special weapons. As long as at least one Minder remains alive, the Wyrdboy doesn't've to take Last Man Standing tests. ==== Special Characters ==== *'''[[Ghazghkull Thraka]]''': ''"He was an avalanche from an unexpected quarter. He was a thunderbolt from a clear sky."'' - [[Commissar Yarrick]]. Only available for use in armies already over 2,000 points, and then only if all players in the battle agree to using special characters, so if [[That Guy]] doesn't want you to use him, he can totally say no. He's equipped with Mega Armour, a Mega Boosta, a Bosspole, an Iron Gob, a Stikbomb Chukka, and a Kustom Shoota with the More Dakka and Shootier Kustom Jobs. **'''Goff Army''': As a leader with very specific preferences, he carries certain army restrictions, and you MUST have at least one Skarboyz mob, but can only have up to ONE each of Kommandos, Burna Boyz, Warbuggies or Wartrakks, Warbikes, Big Gunz, Lootas, and Looted Vehicles. **'''Adamantium Skull''': A unique brain-plate crafted for him by Grotsnik, which makes him T5, and gives him a free headbutt attack in close combat. Can only be used against one enemy model in base contact at I4, and if that model suffers a wound from this attack they're stunned, and may not attack in melee for the rest of the turn if they've not already done so. **'''Waaagh!''': Once per battle, Ghazghkull can call his own special brand of Waaagh!, giving him a 2++ invulnerable save for the remainder of the turn, and making all Orks on the TABLE pass all Leadership and Morale tests for the duration, as well as double their Initiative in close combat as if they had charged, though Gretchin again aren't affected. *'''[[Nazdreg Ug Urdgrub]]''': ''"By their account this leader spoke good Imperial Gothic and used reward as well as punishment to ensure increased production of munitions and armaments."'' - Inquisitor Nastor. BACK WHEN HE STILL HAD RULES, [[Fist_of_the_North_Star|I'M NOT CRYING]]. Just like Ghazghkull above, your army must be over 2,000 points to use Nazdreg, and an elegan[[/tg/]]entlemans' agreement to use special characters. He packs his Kustom Blast-X, an Assault 1 Plasma Cannon, as well as Mega Armour, a Mega Boosta, a Bosspole, and a Stikkbomb Chukka. **'''Bad Moon Army''': He's a real force multiplier for an Ork army, his Special Rule allowing you to include one additional Heavy Support choice. To balance that out though, you can't bring more than ONE each of Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas. **'''Kunnin' Plans''': This means one Elites or Troops mob of twenty models or less can stay in reserve, and enter the battle by either the Infiltrators or Deep Strike rules. *'''[[Mad Dok Grotsnik]]''': ''"Operate! Operate! Still time to operate!"'' - Himself. As hilarious as ever, this time around his Special Rules're titled '''Mad!''' and '''Bad Influence''', making him and any mob he joins immune to the effects of Morale and Pinning, and forcing them to move in a straight line directly towards the nearest enemy model and assault if possible. He comes with both Bionik upgrades as well as a Cybork Body and Dok's Tools, and his '''More Machine than Ork''' Special Rule makes him T5. *'''[[Wazzdakka_gutsmek|Wazzdakka Gutzmek]]''': ''"'E's still da toughest, meanest, greenest, most fightinest bad Ork bikeboy dere is."'' - Unnamed Mekaniak. The Speedboss himself, riding a Warbike with [[Twin-Linked]] [[Autogun#Autocannon|Autocannons]] instead of Big Shootas. **'''[[Speed Freek]]''': As a '''Speed Freek''', he must make a Leadership test at the start of each Ork turn, and if he fails then he must immediately move 12+2D6" in a straight line in the direction his miniature's pointing in. If he's in combat or joined to a mob, he leaves and moves off, and if he moves off the board, he is removed but not counted as a casualty for Victory Points purposes. **'''Scrabbla''': This Special Rule represents his Grot Rigger, Fixit, who can lean over as a counterweight to improve balance, and let him re-roll Difficult Terrain tests. === Transport === *'''[[Trukk|Wartrukk]]''': A '''Fast''' '''Open-Topped''' vehicle with a capacity of ten models, it can take a single Big Shoota or Rokkit Launcha. Can't take a Burna like the Feral Ork Junkatrukk, but also less likely to break down on you. === Elites === *'''[[Stormboyz]]''': Can't yet match Slugga Boyz in terms of mob size at only twenty max, and can't take any squad support weapons, but may have Frag and/or Krak Stikkbombz, and their '''Jump Packs''' Special Rule gives them extra mobility. *'''[[Ork Kommando|Kommandos]]''': It takes a real Ork to run in to battle [[Bonesplitterz|naked]], no wonder they're so good at hiding. With no armour save at all, Kommandos are in the same boat as Gretchin, and so they'll need to stick to cover if they want to survive. They can take all three types of Orky grenade, Frag, Krak, and Tankbusta, and may have a mix of Shootas and Sluggas & Choppas. **'''Infiltrators''': These guys're dead sneaky, and can thus use Special Rules for Infiltrators in scenarios that allow it. **'''Slippery''': Roll 2D6 movement through Difficult Terrain instead of 1, which means they can actually move faster through dense scrub than in open country. **'''[[Grenades_&_Explosives#Blind_Grenade|Blind]] & [[Grenades_&_Explosives#Smoke_Grenade|Smoke]] Grenades (Chapter Approved)''': For a couple of points per Kommando, you can give them these. *'''[['Ardboyz]]''' Twenty Slugga or Shoota Boyz with a 4+ Armour Save, a third more expensive points-wise, and can take Frag and/or Krak Stikkbombz. *'''[[Skarboy]]z''' Twenty Slugga or Shoota Boyz with S4, similarly priced to 'Ard Boyz and with identical options, though they pay two points more for a Burna. *'''0-1 [[Flash Gitz]]''': Only Boyz this time around, with Shootas that can have one (and only one) Kustom Job, giving them either a higher rate of fire, stronger shots, or better armour penetration. Up to four of the twenty can bring any of the squad support guns, the most of any Ork mob save Burna Boyz who're limited to Burnas, and Lootas in certain configurations, so they can be more Rokkity than Tankbustas, and as Burny as Burna Boyz. ==== Special Characters ==== *'''[[Boss Zagstruk]]''': ''"If ya wanna be big an' mean, If ya wanna best an' green, If ya wanna get da job done fast, Da Vulcha Skwad iz where it's at!"'' - Themselves. An upgrade to a regular Stormboyz mob which becomes Da Vulcha Skwad, he lacks his signature Power Claw feet, instead having a S5 Assault 2 Slugga and Tankbusta Bombz as a consolation prize. **'''Turbo Swoop''': He gives himself and his mob his signiature Special Rule, which allows them to assault up to 12", and add +1S on the charge. However, they must always roll Difficult Terrain tests when landing, and 1D6 must be rolled for each member of the mob including Zagstrukk after close combat attacks have been resolved, with a single model being removed for each roll of 1 with no armour save allowed, which counts towards combat results. *'''[[Boss Snikrot]]''': ''"Half-glimpsed shadows? Orks wearing camouflage? Do you take us for imbeciles?"'' - Unnamed [[Adeptus_Arbites|Provost-Major]]. An upgrade to a regular Kommandos mob which becomes Da Redskull Kommandos, unlike the Kommandos he accompanies he actually has an armour save, albeit only 6+. **'''Unseen, Unheard''': He gives himself and his mob his signiature Special Rule, which forces enemy units trying to shoot at them to first check if they can actually see them, via the '''Night Fighting''' Special Rule, making his mob much more survivable. To see if they've been spotted roll 2D6 and triple the result rolled, and if taking place during night halve that result after tripling, if all models in Da Redskull Kommandos're outside that range from the firing unit in inches, then that units' shooting is wasted as they blast away at shadows. **'''Backstabbers''': This also gives them an edge against sentries, and all enemy sentries halve their Initiative when trying to spot Da Reskull Kommandos, as well as only raising the alarm on a 6+ instead of a 4+ when killed in close combat by them. === Troops === *'''[[Ork_Boy#Slugga_Boyz|Slugga Boyz]]''': Thirty Boyz with Sluggas and Choppas, and three of them can take Big Shootas, Rokkit Launchas, or Burnas. Your bread and butter as an Ork player, they do their job. *'''[[Ork_Boy#Shoota_Boyz|Shoota Boyz]]''': Same as above, but with Shootas instead of Sluggas and Choppas, a point cheaper per Boy, but their Nob's a point more expensive to upgrade. Go see the 8th Edition Tactics for a more detailed assessment of the benefits of Sluggas versus Shootas. *'''0-2 [[Ork_Boy#Stikk_Bommas|Stikk Bommas]]''': A unit that'll be lost from the Codex entirely in future publications, rendered unnecessary by giving their trademark gear to literally everyone. One of thirty Stikkbommas brings a Slugga, CCW, and Frag and Krak Stikkbombz into battle, and can bring Tankbusta Bombz too, whilst three can pack either a Big Shoota, Rokkit Launcha, or Burna. *'''0-2 [[Burna Boyz]]''': If only they were Troops in later editions too, though in fairness they aren't nearly so well equipped as their successors. The ten of them come with Sluggas and Choppas as standard, with the options for the whole squad to take Frag and/or Krak Stikkbombz, and up to four can take Burnas. Can be lead by a Mekboy instead of a Nob, who doesn't replace another member, giving them eleven models in total. *'''0-2 [[Tankbustas]]''': Another unit that moved from Troops to Elites in later editions. Each of the ten Tankbustas comes with a Slugga, CCW, Frag Stikkbombz, and Tankbusta Bombz, and up to three may take Rokkit Launchas for a couple of points MORE than other mobs pay for the SAME weapons. **'''Tank Hunters''': Their Special Rule allows them to always pass Tank Shock tests, and adds +1 to all Armour Penetration rolls, so these guys are really more aimed at taking down tanks in melee with their Tankbusta Bombz than at range. *'''[[Gretchin|Gretchin Mobz]]''': You get one Slaver and between ten and thirty Gretchin armed with [[Shootas'an_Dakkas#Grot_Blasta|Grot Blastas]], which also don't have a profile in your [[Meme|sacred text]]. In this addition Gretchin share the same low BS of Orks, so you don't take these guys for their accuracy. Instead they have some nifty Special Rules to buff your Boyz out; **'''Living Shields''': Does what it says on the tin, and gives Ork mobs behind them a 5++ Cover Save, with each save, successful or not, resulting in one of the Gretchin models being removed. **'''Better Footing''': If a Gretchin mob's in Difficult Terrain, and a non-Mega Armoured Ork mob moves through the same Difficult Terrain, the Orks may use the Grots as stepping stones and re-roll their movement dice. **'''Mine Clearance''': And last but by no means least, again self-explanatory. If a Gretchin mob moves into a Minefield, roll 3D6 and remove that many Gretchin and the Minefield, but if there aren't enough Gretchin models to meet the number rolled, the Minefield remains and the Gretchin mob's still wiped out anyway. They give a 5++ Cover Save more easily and reliably than a Kustom Force Field, and you aren't reliant on a single model to provide it. === Fast Attack === *'''[[Ork Boy|Trukk Boyz]]''': A mob of Ork Boyz limited to ten models and a Wartrukk, in exchange they get the '''Bailin' Out''' rule which means that when said Trukk is inevitably destroyed with them in it, they only suffer wounds on a 6+ instead of a 4+, thanks to their experience of jumping in and out. The Boyz may have a mix of Shootas and Sluggas & Choppas in the same mob. Thanks to their Special Rule, they can risk getting closer to enemy anti-armour with a good chance of survival, letting them carry on and krump the gits that wrecked their ride. *'''[[Warbuggy|Warbuggies]]/[[Wartrakk|Wartraks]]''': Two entirely different models with exactly the same profile, each of the three models in the squadron can have either a Twin-Linked Big Shoota, Twin-Linked Rokkit Launcha, Mega-Blasta, or Skorcha. These guys are '''Fast''', so they can cover a lot of ground in not a lot of time, so treat them like your own [[Bike_Squad|Attack Bikes]], providing mobile fire support where it's needed to bolster the line. *'''[[Warbikers|Warbike Squadron]]''': You can only take up to ten of these guys in a mob, and they're armed with Twin-Linked Big-Shootas instead of [[Shootas'an_Dakkas#Dakkagun|Dakkaguns]] by default. They can remove their guns and go as pure assault troops with Sluggas and CCWs such as Chains and Tyre Irons, in which case they're a third cheaper. These guys have a host of their own Special Rules; **'''Short Ranged''': This limits the range of their Big Shootas to 18", thanks to their lack of suspension making it hard to aim. **'''Hard to Hit''': Gives them and anyone behind them a 5++ cover save from their exhaust clouds. **'''Speed Freeks''': Different to Wazzdakka's, and makes them immune to Pinning and Morale effects due to their status as "speed-crazed loons". **'''Psycho Blastas''': And finally, this lets them strike first on the charge, and shoot their Big Shootas in the first round of close combat instead of chopping normally. *'''[[Boarboyz]] (Chapter Approved 2001)''': Again, these guys suffer from the same [[Realism|reality-break]] as Imperial Guard [[Rough Riders]], being '''Cavalry''' with identical statlines to regular infantry, and WS/BS3, despite being much larger models. Each starts with either a Shoota or a Slugga & Choppa, and can take Frag and/or Krak Stikkbombz. === Heavy Support === *'''0-2 [[Mek_Gunz|Big Gunz Battery]]''': Limited to a maximum of three gun carriages, each coming with two Gretchin Krew be default, but up to three additional Krew can be purchased for each gun, both to use as living shields to protect the artillery, and ensure that if the guns backfire and kill off the odd one or two, they'll still be some kicking around to man the damn things. **All the carriages in a battery must be armed with the same type of gun, either a Lobba, Zzap Gun, or Kannon. The battery may also be accompanied by a Slaver and/or a Mek, to keep both the guns and Krew working. **'''Hits on the Battery''': During the chaos of battle, with Krew swarming all over the guns clearing and reloading them, shots aimed at the artillery can sometimes hit the Krew instead, and this is represented by this Special Rule, where you roll 1D6 for each successful hit on the unit with a shooting attack, with it hitting the Grots on a 1-4, and the guns on a 5 or 6. The gunz don't have a statline as such, just counting as having AV10 and all it takes is a single glancing or penetrating hit to destroy one. *'''[[Lootas]]''': Everybody's favourite game of Musical Force Organisation Chart Slots, still in Heavy Support this time around. A completely different squad to the Lootas we're more familiar with today, sharing only the [[Fluff]] and having entirely different [[Crunch]]. By default, they can take weapon options from Space Marine [[Tactical Squad]]s, [[Devastator Squad]]s, or [[Scout Squad]]s, or [[Imperial Guard]] [[Infantry Squad]]s, [[Heavy_Weapons_Squad#Fire_Support_Squads|Fire Support Squads]], or [[Heavy_Weapons_Squad#Anti-Tank_Support_Squads|Anti-Tank Squads]]. However, if all [[This_Guy|players]] involved in the battle agree to it, then your Lootas may alternatively take weapon options from ANY ONE SQUAD IN THE GAME. Yes, this means you can have actual [[Ork Snipers|Ork snipers]]. **All these glorious options make them an extremely adaptable mob, able to fill almost any role in your army. They can be anti-infantry with Flamers and Heavy Bolters, anti-tank with Meltaguns and Lascannons, a bit of both with Rocket Launchers and Autocannons, anti-character with Sniper Rifles, or even light artillery with Mortars. They do suffer from Orks low BS though. **'''Looted Weapons''': This means that if you roll a 1 To Hit, the attack hits one of them instead of the enemy. *'''[[Deff Dred|Ork Dreadnought]]''': Better armoured and with more attacks than an individual Killer Kan, it comes stock with two DCCWs, and must choose two guns from either Rokkit Launchas, Big Shootas, Mega Blastas, or Skorchas, for varying prices. **It has the option to swap one or both DCCWs for additional guns like a [[Mortis Dreadnought]], but can't swap one or both guns for additional DCCWs, so you can't employ the fan-favourite 3 x DCCW and 1 Skorcha combo. *'''[[Killa Kan|Killer Kan]]''': Piloted by Orks instead of Gretchin, so their BS is BS, and they can only be taken in squads of up to three. They can swap their default Big Shoota with either a Rokkit Launcha or a Skorcha for free, though, and the WS is Ork-level, so a pair of them could move up and unleash one more attack than an Ork Dreadnought for only a few points more and at the same Strength and Initiative. *'''0-1 [[Battlewagon]]''': The OG Battlewagon, absolute unit. You get a twenty-man transport with three Twin-Linked Big Shootas base, with the option to exchange any of them for Twin-Linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz, all of which cost the same so magnetise them and swap loadouts on the fly. **'''Bolt-On Big Shootas''': You can also fit up to five more Bolt-On Big Shootas, which must all be operated by passengers. *'''0-1 [[Looted|Looted Vehicle]]''': Just like the Lootas above, you're limited to only Space Marine [[Rhino]] and [[Land Raider]] variants, or Imperial Guard [[Chimera Transport|Chimera]] and [[Leman Russ Battle Tank]] variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so don't expect them to compete with their non-looted brethren. **'''Looted Vehicles''': They also suffer from this Special Rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a '''Breakdown''' table, with such [[Fun]] results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward. **Despite all this, they make a good addition to an Ork army, as they can provide several capabilities not native to Ork units themselves, and fill gaps in your army, such as the amphibiousness of the Chimera for waterbourne assaults, or the heavy armour of the Land Raider. **Due to the wide range of different armaments a Looted Wagon can have, they present a great opportunity to proxy your scratchbuilt or Armorcast 40K-scale [[Epic]] vehicles; ***'''[[Braincrusha]]''': [[Leman Russ Battle Tank]]. ***'''[[Spleenrippa]]''': [[Basilisk_Artillery_Gun|Basilisk]]. ***'''[[Gobsmasha]]''': [[Leman Russ Demolisher]]. ***'''[[Lungbursta]]''': [[Griffon_Heavy_Mortar_Carrier|Griffon]]. ***'''[[Bowelburna]]''': [[Hellhound Tank|Hellhound]]. ***'''[[Flakkatrakks|Flakkatrakk]]''': [[Predator_Tank#Destructor_Pattern_Predator|Predator Destructor]]. ***'''[[Speedsta]]''': [[Predator_Tank#Annihilator_Pattern_Predator|Predator Annihilator]]. ***'''[[Battlefortress]]''': [[Land_Raider#Phobos_Pattern|Land Raider Phobos]]. *''''Eavy Bomma (Chapter Approved 2001)''': Example statblock courtesy of the Vehicle Design Rules. It's an expensive '''Flyer''' at just over 200 points, but comes with two hull-mounted Twin-Linked Big Shootas, one turret-mounted Twin-Linked Big Shoota, two Rockets, two Bombs, and two Big Bombs. **'''[[Missile_Launcher#Hunter-Killer_Missile|Rocket]]''': One-shot weapons with Range Unlimited S8 AP3 '''Heavy'''. **'''Bomb''': One-shot weapons with Range G48" S4 AP6 '''Heavy''' '''Blast'''. **'''Big Bomb''': One-shot weapons with Range G12" S6 AP4 '''Ordnance'''.
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