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==Orky Know-wots (Wargear and Vehicle Equipment)== ===Basic Weaponry=== '''Shooty''' *'''Slugga''' - S4 AP6, 12" pistol. Nothing special. Mostly there to give an extra attack. *'''Shoota''' - Same profile as a slugga but it's 18" and Assault 2. Pathetic in small numbers because of Ork BS2, but when fired en masse by a whole mob of Boyz it can cause a hilarious amount of wounds. *'''Big Shoota''' - S5 AP5, 36", Assault 3. Basically an Orky heavy bolter that can be taken as a special weapon in some units or mounted on vehicles. Just hope you're not just pissing in the wind when you fire it. *'''Rokkit Launcha''' - A S8 AP3 potshot, special weapon for most units or vehicles and standard for Tankbustas. Best when fired in groups. *'''Skorcha''' - Basically a heavy flamer, but we're not complaining *'''Kombi-weapons''' - Ten points nets you a shoota with a one-use rokkit or skorcha, available for Nob units and most HQs. Better than a regular shoota, at least. *'''Kustom-mega Weapons''' - Orky plasma weapons at S8 instead of S7, available to Meks and a few other units. Comes in slugga (plasma pistol), blasta (plasma gun but Assault 1 and not Rapid Fire), and kannon (plasma kannon). Remember that you still have Gets Hot!, so you're just as likely to kill yourself as you are to hit. '''Killy''' *'''Choppa''' - Orky chainsword. Nothing new, but right n'propa. *'''Big Choppa''' - Available to Nobs and HQs, you get a giant Two-Handed S+2 AP5 axe. Because, y'know, an axe the size of <s>three people swung around by a giant green hooligan can't even cut through Scout armor</s> <span style='color:green;font-size:110%'> Oi! It ain't da size uv tree orkz! 'Oo yoo kallin' peepul?</span> *'''Power Klaw''' - Your ace in the hole and the weapon you give to your Nobs and Warboss at nearly every opportunity. It's just a Power Fist at Sx2 AP2, Unwieldy, Specialist Weapon, but it's one of your few sources of AP2 weaponry. If your opponent isn't swamped by the loads of attacks that came before, then your Nob with a Power Klaw will typically be the one that cleans up the rest. *'''Killsaw''' - Only available to Meks and Meganobz. A chainfist (Power Klaw w/ Armorbane) in saw-form that can be surprisingly effective at mincing vehicles given the higher number of attacks Orks tend to get. ===Unit upgrades=== *'''Ammo Runt''' - Allows model to reroll one To Hit shooting attack. Nifty on a Big Mek or Flash Gitz *'''Attack Squig''' - Lets model reroll a single melee attack. Nice on a Warboss and not much else. But very expensive and obsolete with Da Lukky Stikk. *'''Bosspoles''' - Bosspoles now allow you to re-roll the D6 result of Mob Rule, though Breaking Heads result cannot be rerolled and will always make a Bosspole bearer resolve the Breaking of the Heads thereof. Nigh on obligatory. *'''Cybork Body''' - FnP (6+). Does not stack with painboyz so it's kinda worthless. *'''Gitfinda''' - If a model with this doesn't move, they get BS3 until the end of the turn. Neat little perk for stationary Meks. Note, Slow And Purposeful doesn't allow you to get this sweet bs3. You need to stay in place regardless. **Note that the above definition is exactly correct; RAW, it sets BS to 3, rather than applying a modifier. As set values happen after all other modifiers, this means a Gitfinda renders you immune to other modifiers, such as several [[Warhammer_40,000/Tactics/Psychic_101|maledictions]] that subtract a value from your BS. ***While the sequencing rules will help tremendously, expect some [[skub|disagreement]] over the result of multiple modifiers that set value, as usual for Gee Dubs. **Likewise, if you manage to scrounge up an additive or multiplicative BS buff from somewhere, a Gitfinda will turn it off if used; note that the Gitfinda effect is compulsory on any model that has one. *'''Warbike''' - Twin-linked Dakkaguns and all the rules that normal bikes have. including +1 toughness. Turbo-boosting gives it +1 to cover, which can be combined with Jinking to get an amazing 3+ cover save. It's not like TL Snap Shots really hurt with an Ork's BS 2 anyway! Best thing ever. ===Vehicle Upgrades=== *''' 'Ard Case''' For keeping backfield shooty wagons with killkannons alive. Makes the vehicle no longer open-topped. Used to reperesent your looted rhino. *'''Boarding Plank''' - If a unit disembarks an open-topped vehicle with this, they get +2 to their charge distance. Very good but costs accordingly. *'''Reinforced Ram''' - Allows re-rolling difficult terrain. *'''Deffrolla''' - For Battlewagons only. Serves the same purpose as the Reinforced Ram but in addition deals out d3 S10 AP4 hits ''if'' the tank shocked unit makes a Death or Glory attack ''and'' fails to destroy the wagon. Pass on it. Nowhere near its old glory. You're better off getting a reinforced ram and wreckin' ball to try and take out enemy armour close range. *'''Extra Armour''' - Even a grot knows what this is! Great on anything that can't afford to spend a turn sitting still. Though, it might be more effective to get a back-up truck for the points spent on this upgrade. *'''Grabbin' Klaw''' - Allows the vehicle to prevent a single enemy vehicle within 2" of the Klaw from moving during their movement phase on a roll of 4+. Flyers and Skimmers may not be targets, however. Used exclusively by the Battlewagon at a meager 5 points, it's worth taking. *'''Grot Rigger''' - These grots now confer It Will Not Die, which definitely adds to survival for vehicles. Fantastic on walkers...if only they didn't suck so hard to begin with. *'''Stikkbomb Chukkas''' - Unit is treated as having stikkbombs when disembarking. Very meh. Note that it counts as a weapon, so the vehicle can fire a stikk bomm at the enemy. *'''Red Paint Job''' - +1 to Flat-Out movement, which is always a plus. Or useless. Depends on how you look at it. *'''Wreckin' Ball''' - A surprise 3" Assault d3 S9 AP4 attack. Gimmicky, but fun if you actually wreck a vehicle with it. ===Gifts of Gork & Mork=== They are unique, and a model can take only one gift of Gork and Mork. (There seems to be some discussion about this. Don't delete it, read your rulebook again and go to the talk page[http://1d4chan.org/wiki/Talk:Warhammer_40,000/Tactics/Orks%287E%29#Relics_can_take_only_one_discussion] to discuss why you think this has to be something else if you want to change it ) *'''Da Finkin Cap:''' Give your warlord an additional Warlord trait from the Strategic table. With two WTs being unsuitable for Orks, and a third only being useful on certain maps, it's probably for the best to ignore this. **'''Alternative take''' Are you nuts? This thing is great. Strategic traits are da best. You probably have a reroll on it, and it is dirt cheap. Can really be a huge buff for the entire army for just 10 pts! *'''Gazbag's Blitzbike:''' Bigger bike with S6 AP3 Twin-Linked guns (read the text above the stat line), can turbo boost 18", granting the rider +1 cover save while turbo-boosting. Now you can make your own [[Wazdakka Gutsmek]]! *'''Da Lucky Stikk:''' Like a bigger Waaagh banner but does not stack with one. Grants +1 WS to the unit, and allows the bearer to re-roll any to-hits, to-wounds, or saves that he likes! Unfortunately if he fails any three of these rolls (in any combination) in a single turn, the bearer drops down dead and is removed as a casualty. Hilarious for beefing up Slugga and Shoota boy WS, since the HQ carrying this can be attached to literally any infantry unit. And can make your own 2+ re-rollable mega-character. Or 3+ re-rollable cover biker character. *'''Headwoppa's Killchoppa:''' Strength +2, AP5, Rending. To wound rolls of 6 cause instant death (in addition to AP2 from rending). It's pretty goddamn vicious in ways only Genestealers know. However, you're better off with a regular PK most of the time. But still not bad and looks cool. **'''Alternative take''' This thing is great for taking on monstrous creatures. Get your warboss sat on a warbike and put this in his hands then let him loose towards tervigon and the like and take advantage of our glorious (and surprising to opponents) initiative 4. Get a lucky 6 or two and you can chop their heads off and mount them to your bike before they've even noticed you're there. *'''Da Fixer Upperz:''' Big Meks only; [[Fail|Though the rules say Meks can take it, Meks can't take Gifts of Gork and Mork]]. Like the Mek's tools, but fixes stuff on 3+, which comes into play especially when involving heavy stuff like Stompas, Orkanauts and Battle Wagons. *'''Da Dead Shiny Shoota:''' Assault 6, Twin-Linked Shoota at a knock down price of only 5 points! If you're not taking any of the pretty damn good selection above this is obligatory. Its downside is that any misses (after the TL reroll) must be rolled again, any 1s hit the closest friendly unit (not your own) within 6", so basically no downside, but a right proper '''ORKY''' one.
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