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==== [[Freebooterz]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> [[File:Freebooterz Icon.png|Border|75px|left]] {| | We'z da best cuz wez piratez!! Nothin elsa ta say. |- | 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 tricorn hats. |- | On the tabletop, Freebooterz build 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 and the dakka with some interesting shenanigans on top of that. Those guys are awesome now competing with goffs. They are not as killy but they are much more rounded and have many more tricks. Their Clan Kultur is pretty amazing, their warlord trait is okish, and both their stratagem and relic are simply game-changing. 9/10. |} <div class="mw-collapsible-content"> *'''Clan Kulturs β Competitive Streak''': Each time any other friendly unit with this Kultur destroys an enemy unit this phase, all units gain a +1 to hit **''Does'' work with Gretchin - the Gretchin themselves can't benefit from this kultur, but since they have the {{W40kKeyword|<Klan>}} keyword, 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. ** As many armies use MSU units to keep objectives, this can be easily triggered on them. ** A massive nerf to the previous version in the same edition. **Got bought back to +1 to hit rolls again! *'''Warlord Trait - Killa Reputation''': Friendly units within 6" add +1 to their Leadership score while enemies within 3" take -1 Leadership and take a -1 to combat attrition checks. All very morale-based, and thus really dependent on you actually killing enough things to force them to break. ** With MASSIVE nerf to mob rule +1Ld is not inconsequential enabling Ld6 vehicle units not to risk morale losses after losing only 1 model. *'''Shiny Gubbin - The Badskull Banner''': Enemies within 6" of the bearer lose ObSec. That's right, this steals ObSec, breaking a pretty important task that most troops need to work: capping. **This works on vehicles too, so you can throw this on a Wartrike for a MASSIVE bubble of anti-capping. ** It synergises very nicely with the stratagem below basically making your character able to sit on an objective and hold it regardless of circumstances. And since we can build pretty durable characters.... *'''Stratagem - Get Da Loot (1 CP)''': Pick a {{W40kKeyword|Freebooterz Infantry}} unit. They have ObSec until your next command phase. ** This is awesome. You can make whatever you need ObSec for 1 turn, both denying and taking enemy objectives even if they have superior numbers. *'''Special Character''': **'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Gives all nearby {{W40Kkeyword|Flash Gitz}} (''not'' Freebooterz - he'll buff the Flash Gitz of other Klans, and won't buff his own klan if they're not Freebooterz) re-rolls on 1s to hit (including him, since he has the keyword). He has the {{W40Kkeyword|warboss}} keyword but not the warboss rule, so he can declare a Waaagh! but doesn't have the +1 to melee hits aura a warboss normally has. With decent stats and a 3+/4++ save he can handle a fight in melee reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gitz shooting stuff. Maybe a bit pricey (95-100, depending on if you buy him an ammo grunt), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1s may be worth it. ***His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is effectively a heavily modified Kustom Mega-Blasta: 24" Heavy 3 S7 AP-3 D2, overcharges to S8 D3 and if any 1s are rolled to hit in each burst of 3 shots, the shooter suffers a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he re-rolls 1s to hit, so the odds of him actually suffering the 1 mortal are negligible - slightly more than 8.1%. That means if he shoots 5 times, he still only expects to suffer slightly more than a third of a mortal wound. If you buy and use an ammo grunt, the danger goes up very slightly, because normally a 2 or 3 to hit is just a miss that doesn't hurt him, but with the grunt, you might re-roll into a 1, but it's just not that big a deal. ****If you're still worried about mortals from his gun, you can strap a painboy or painboss to him. ***Also worth noting his re-roll hit rolls aura applies to all attacks made by Flash Gitz, including melee. Flash Gitz are not a melee unit by any means, but if they do get into melee combat, it certainly helps. </div> </div>
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