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=== 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.
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