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===Specialist Mobs=== You can upgrade ''one'' unit ''per detachment'' into a specialist mob, replacing their {{W40kKeyword|<Klan>}} keyword with the appropriate subkultur. Since you can bring only one of them, you have to value which one is the one your army would benefit the most from. This also means that '''any subkultur Warboss will be alone''' [[Fail|unless you bring yet another detachment]]. Overall most of them are ok if you have an odd unit in a detachment that does not benefit from a clan trait the rest of the army uses. For example, tankbustaz in a Goff detachment. Most are pretty meh and you will use them just because it is small boost here and there. Also keep an eye open for any Armies of renown, the Speed Mob for example are worded such that they don't get a Kultur but get another benfit instead, so it stakes with the specialist mobs. *'''Big Krumpaz - Krumpin' Time ({{W40Kkeyword|deff dread, morkanaut, gorkanaut, mega armour nobz, mega armour character}})''': +1 to hit in melee, offsetting the penalty for using klaws or killsaws. Ouch. The big dread meks are all hitting on 2s now. ** This one is very nice and can be considered to replace even good klan traits, especially if said clan trait is shooting oriented, i.e. Bad Moonz or Freebootaz. *'''[[Ork_Boy#Stikk_Bommas|Boom Boyz]] ({{W40Kkeyword|Big mek, mek, warboss, nob, tankbustas, deffkoptas, wagon}})''': Blast weapons gain -1AP. Read "Tankbustas become AP-3". There is effectively no reason not to give this to your Tankbustas, unless they're Freebootaz or maybe Bad Moons. *'''[[Deff_Skwadron|Flyboyz]] ({{W40Kkeyword|Blitza-bommer, burna-bommer, dakkajet, deffkopta, wazbom blastajet}})''': Gain light cover against being shot by anything greater than 6" away. ** None of these units particularly benefit from any Kultur, aside from Bad Moons or Freebootaz, especially the planes. *'''[[Ork_Boy#Madboyz|Madboyz]] - Frantic ({{W40Kkeyword|biker, cavalry, character, mob}})''': Roll a d3 at the start of each battle round, and your affected units get a buff for that turn. Can't be re-rolled. *# Rash: Pile in 6" instead of only 3". *# Inspired: When this unit shoots or fights, you can re-roll ''one'' failed hit or wound roll. *# Frenzied: +1S. Now we're talking! Unless it's Beastsnagga boys, then it may not matter. **Fun but totally unreliable, because you're skipping on a kultur yet you don't know what you'll get. All of the effects can be reliably gained elsewhere, so it can be useful for, say, formerly Evil Sunz Squig riders, who'd gain very little from their clan rules. *''''Orrible Gitz ({{W40Kkeyword|gretchin core}})''': The unit gains ObSec, and any units that aren't Runtherds within 3" suffer a -1 to hit with a gun on account of their hideous stench. **Adds some use to Grots, effectively making them an obsec blob that inflicts -1 to hit on melee enemies. You do have to get them all the way up there though. Besides who even uses grots anymore. *'''Pyromaniacs ({{W40Kkeyword|Burna boyz, burna-bommer, boomdakka snazzwagon, kustom boosta-blastas, deffkilla wartrike, nob, warboss}})''': When determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles, the result can never be below 3. Flamers usually don't benefit from many kulturs, so this is okay for, say, a Burna Boyz unit. **Supa-skorchas are not mentioned, because GW does not acknowledge FW products on their codices. Do ''not'' give it to a Snazzwagon: it literally has a single flame weapon to benefit. *'''Sneaky Gitz ({{W40Kkeyword|Warbosses, Boyz, Nobs, Kommandos}})''': -1AP in melee when the target is "receiving the benefit of cover". AP-2 choppas! Good because it stacks with regular Kommando buffs. Justifiable for Kommandos in the same detachment as otherwise shooty kulturs, like Bad Moonz'. *'''Trukk Boyz ({{W40Kkeyword|boyz, nob, warboss}}):''' Trukk Boyz can jump out of a trukk after it makes a normal move, and any Trukk carrying Trukkboyz has +1 to hit while shooting (which also affects the passengers because "any modifiers that apply to the transport also apply to the passengers"). This gives you extreme threat range: move 12", disembark 3", move another 5". You just cleared 20" in one go and are going to begin the charge mere 4" away from the enemy deployment zone. Even further forwards when using Waaagh! Definitely the best Spec Mob we have. This our new Da Jump. Combine it with the old Da Jump, though. **Page 197 (end of first paragraph) of the core book states that "The pluralization (or not) of keywords do not affect which units the rule in question applies to", meaning this kultur affecting a "NOB" (Nob with Waaagh banner) also affects "NOBZ" (Nobz squad, Mega Armored Nobz squad). A full squad of those with klaws or saws is a lot scarier than boyz with choppas. **Bear in mind that the ''riders'' become a specialist mob, not their ride. That means the trukk is eligible for a custom job, and still benefits from the detachment's kultur: A Trukk Fortress on Wheels is harder to destroy, which any smart opponent would try to do ASAP, and Blood Axes, Snakebites and Deathskulls can further help with durability. Meanwhile, an Evil Sunz trukk goes fasta, and with Squig-hide Tyres becomes M14.
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